Files
nenya/rsrc/media/jme/skin.vert
T
Andrzej Kapolka c755fd626a To reduce shader state changes and compilations, just use the
four-bone-per-vertex configuration for all skinned meshes.  Depending on 
the models we have, it may be worth compiling a separate one for two 
bones per vertex.  Added a hook to customize the material color (for 
per-vertex colors, e.g.)


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@245 ed5b42cb-e716-0410-a449-f6a68f950b19
2007-05-15 00:55:19 +00:00

68 lines
2.2 KiB
GLSL

//
// $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
/** The bone transforms. */
uniform mat4 boneTransforms[MAX_BONE_COUNT];
/** The bone indices. */
attribute vec4 boneIndices;
/** The bone weights. */
attribute vec4 boneWeights;
/** The amount of fog. */
#ifdef FOG
varying float fogAlpha;
#endif
/**
* 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
vec4 modelVertex = vec4(0.0, 0.0, 0.0, 0.0);
vec4 modelNormal = vec4(0.0, 0.0, 0.0, 0.0);
for (int ii = 0; ii < 4; ii++) {
mat4 boneTransform = boneTransforms[int(boneIndices[ii])];
modelVertex += boneTransform * gl_Vertex * boneWeights[ii];
modelNormal += boneTransform * normal4 * boneWeights[ii];
}
// apply the standard transformation
gl_Position = gl_ModelViewProjectionMatrix * modelVertex;
// transform the vertex and normal into eye space
vec3 eyeVertex = vec3(gl_ModelViewMatrix * modelVertex);
vec3 eyeNormal = normalize(vec3(gl_ModelViewMatrixInverseTranspose * modelNormal));
// set gl_FrontColor based on vertex, normal and light parameters
SET_FRONT_COLOR
// set the varying texture coordinates
SET_TEX_COORDS
// set the fog alpha based on the eye space vertex
SET_FOG_ALPHA
}