// // $Id: ImageCache.java 158 2007-02-24 00:38:17Z mdb $ // // Nenya library - tools for developing networked games // Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved // http://www.threerings.net/code/nenya/ // // This library is free software; you can redistribute it and/or modify it // under the terms of the GNU Lesser General Public License as published // by the Free Software Foundation; either version 2.1 of the License, or // (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA #version 110 #if BONES_PER_VERTEX == 4 #define ATTRIB_TYPE vec4 #elif BONES_PER_VERTEX == 3 #define ATTRIB_TYPE vec3 #elif BONES_PER_VERTEX == 2 #define ATTRIB_TYPE vec2 #else #define ATTRIB_TYPE float #endif /** The bone transforms. */ uniform mat4 boneTransforms[MAX_BONE_COUNT]; /** The bone indices. */ attribute ATTRIB_TYPE boneIndices; /** The bone weights. */ attribute ATTRIB_TYPE boneWeights; /** * Vertex shader for skinned meshes. */ void main () { vec4 normal4 = vec4(gl_Normal, 0.0); // add up the vertex as transformed by each bone and scaled by each weight #if BONES_PER_VERTEX == 1 vec4 skinVertex = boneTransforms[int(boneIndices)] * gl_Vertex * boneWeights; vec4 skinNormal = boneTransforms[int(boneIndices)] * normal4 * boneWeights; #else vec4 skinVertex = boneTransforms[int(boneIndices[0])] * gl_Vertex * boneWeights[0]; vec4 skinNormal = boneTransforms[int(boneIndices[0])] * normal4 * boneWeights[0]; for (int ii = 1; ii < BONES_PER_VERTEX; ii++) { skinVertex += boneTransforms[int(boneIndices[ii])] * gl_Vertex * boneWeights[ii]; skinNormal += boneTransforms[int(boneIndices[ii])] * normal4 * boneWeights[ii]; } #endif // copy the texture coordinates from attribute to varying gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1] = gl_MultiTexCoord1; // apply the standard transformation gl_Position = gl_ModelViewProjectionMatrix * skinVertex; // eye space 'z' is the standard fog coordinate gl_FogFragCoord = -dot(gl_ModelViewMatrixTranspose[2], skinVertex); // transform the normal into eye space vec3 eyeNormal = normalize(vec3(gl_ModelViewMatrixInverseTranspose * skinNormal)); // set gl_FrontColor based on normal and light parameters gl_FrontColor.rgb = gl_FrontLightProduct[0].ambient.rgb + gl_FrontLightProduct[0].diffuse.rgb * max(dot(eyeNormal, gl_LightSource[0].position.xyz), 0.0) + gl_FrontLightProduct[1].ambient.rgb + gl_FrontLightProduct[1].diffuse.rgb * max(dot(eyeNormal, gl_LightSource[1].position.xyz), 0.0); gl_FrontColor.a = gl_FrontMaterial.diffuse.a; }