117 lines
3.2 KiB
GLSL
117 lines
3.2 KiB
GLSL
/*
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* Copyright (C) 2014 Miguel Angel Astor Romero
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// Model-view matrix.
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uniform mat4 u_projTrans;
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// The world space geometric transformation to apply to this vertex.
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uniform mat4 u_geomTrans;
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// The inverse transpose of the geometric transformation matrix.
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uniform mat4 u_normalMatrix;
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// Light source position
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uniform vec3 u_lightPos;
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// Diffuse light color.
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uniform vec4 u_lightDiffuse;
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// Camera world space position.
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uniform vec3 u_cameraPos;
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// Vertex color.
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uniform vec4 u_materialDiffuse;
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#ifdef SKINNING
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// The model's bones.
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uniform mat4 u_bone0;
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uniform mat4 u_bone1;
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uniform mat4 u_bone2;
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uniform mat4 u_bone3;
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#endif // SKINNING
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// Vertex position in world coordinates.
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attribute vec4 a_position;
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// Vertex normal.
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attribute vec4 a_normal;
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#ifdef SKINNING
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// The weight of each bone.
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attribute vec2 a_boneWeight0;
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attribute vec2 a_boneWeight1;
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attribute vec2 a_boneWeight2;
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attribute vec2 a_boneWeight3;
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#endif // SKINNING
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// Fragment normal.
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varying vec3 v_normal;
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// Diffuse shaded color.
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varying vec4 v_diffuse;
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// The vector from the vertex to the camera.
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varying vec3 v_eyeVector;
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// The light vector reflected around the vertex normal.
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varying vec3 v_reflectedVector;
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// The clamped dot product between the normal and the light vector.
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varying float v_nDotL;
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void main(){
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vec4 transformedPosition;
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vec3 lightVector = normalize(u_lightPos.xyz);
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vec3 invLightVector = -lightVector;
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#ifdef SKINNING
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// Do the skinning.
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mat4 bones[4];
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bones[0] = u_bone0;
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bones[1] = u_bone1;
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bones[2] = u_bone2;
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bones[3] = u_bone3;
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mat4 skinning = mat4(0.0);
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skinning += (a_boneWeight0.y) * bones[int(a_boneWeight0.x)];
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skinning += (a_boneWeight1.y) * bones[int(a_boneWeight1.x)];
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skinning += (a_boneWeight2.y) * bones[int(a_boneWeight2.x)];
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skinning += (a_boneWeight3.y) * bones[int(a_boneWeight3.x)];
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// Transform the model.
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transformedPosition = u_geomTrans * skinning * a_position;
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#else
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transformedPosition = u_geomTrans * a_position;
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#endif // SKINNING
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// Set the varyings.
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#ifdef SKINNING
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v_normal = normalize(vec4(u_normalMatrix * skinning * a_normal).xyz);
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#else
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v_normal = normalize(vec4(u_normalMatrix * a_normal).xyz);
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#endif // SKINNING
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v_eyeVector = normalize(u_cameraPos.xyz - transformedPosition.xyz);
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v_reflectedVector = normalize(reflect(invLightVector, v_normal));
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// Diffuse Term.
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float invNDotL = max(dot(v_normal.xyz, invLightVector), 0.0);
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v_nDotL = max(dot(v_normal.xyz, lightVector), 0.0);
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v_diffuse = (u_lightDiffuse * u_materialDiffuse * v_nDotL) + (vec4(0.1, 0.1, 0.2, 1.0) * u_materialDiffuse * invNDotL);
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gl_Position = u_projTrans * transformedPosition;
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}
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