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 | /** 
 * @file avatarV.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * $/LicenseInfo$
 */
 
#version 120
mat4 getSkinnedTransform();
attribute vec4 weight;
varying vec3 vary_normal;
void main()
{
	gl_TexCoord[0] = gl_MultiTexCoord0;
				
	vec4 pos;
	vec3 norm;
	
	mat4 trans = getSkinnedTransform();
	pos.x = dot(trans[0], gl_Vertex);
	pos.y = dot(trans[1], gl_Vertex);
	pos.z = dot(trans[2], gl_Vertex);
	pos.w = 1.0;
	
	norm.x = dot(trans[0].xyz, gl_Normal);
	norm.y = dot(trans[1].xyz, gl_Normal);
	norm.z = dot(trans[2].xyz, gl_Normal);
	norm = normalize(norm);
	
	vary_normal = norm;
	
	gl_Position = gl_ProjectionMatrix * pos;
	//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	
	
	gl_FrontColor = gl_Color;
}
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