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/**
* @file avatarV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
attribute vec3 position;
attribute vec3 normal;
attribute vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
void main()
{
gl_TexCoord[0] = vec4(texcoord0,0,1);
vec4 pos;
vec3 norm;
vec4 pos_in = vec4(position.xyz, 1.0);
mat4 trans = getSkinnedTransform();
pos.x = dot(trans[0], pos_in);
pos.y = dot(trans[1], pos_in);
pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
norm.x = dot(trans[0].xyz, normal);
norm.y = dot(trans[1].xyz, normal);
norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
gl_Position = gl_ProjectionMatrix * pos;
//gl_Position = gl_ModelViewProjectionMatrix * position;
gl_FogFragCoord = length(pos.xyz);
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0));
gl_FrontColor = color;
}
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