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NxtAR-android/assets/shaders/directionalPerPixelSingleLight/directionalPerPixel_vert.glsl

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4.1 KiB
GLSL

/*
* Copyright (C) 2014 Miguel Angel Astor Romero
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// Model-view matrix.
uniform mat4 u_projTrans;
// The world space geometric transformation to apply to this vertex.
uniform mat4 u_geomTrans;
// The inverse transpose of the geometric transformation matrix.
uniform mat4 u_normalMatrix;
// Light source position
uniform vec3 u_lightPos;
// Diffuse light color.
uniform vec4 u_lightDiffuse;
// Camera world space position.
uniform vec3 u_cameraPos;
// Vertex color.
uniform vec4 u_materialDiffuse;
#ifdef SKINNING
// The model's bones.
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
#endif // SKINNING
// Vertex position in world coordinates.
attribute vec4 a_position;
// Vertex normal.
attribute vec4 a_normal;
#ifdef SKINNING
// The weight of each bone.
attribute vec2 a_boneWeight0;
attribute vec2 a_boneWeight1;
attribute vec2 a_boneWeight2;
attribute vec2 a_boneWeight3;
#endif // SKINNING
// Fragment normal.
varying vec3 v_normal;
// Diffuse shaded color.
varying vec4 v_diffuse;
// The vector from the vertex to the camera.
varying vec3 v_eyeVector;
// The light vector reflected around the vertex normal.
varying vec3 v_reflectedVector;
// The clamped dot product between the normal and the light vector.
varying float v_nDotL;
void main(){
vec4 transformedPosition;
vec3 lightVector = normalize(u_lightPos.xyz);
vec3 invLightVector = -lightVector;
#ifdef SKINNING
// Do the skinning.
mat4 bones0;
mat4 bones1;
mat4 bones2;
mat4 bones3;
bones0 = u_bone0;
bones1 = u_bone1;
bones2 = u_bone2;
bones3 = u_bone3;
int index;
mat4 skinning = mat4(0.0);
index = int(a_boneWeight0.x);
if(index == 0){
skinning += (a_boneWeight0.y) * bones0;
}else if(index == 1){
skinning += (a_boneWeight0.y) * bones1;
}else if(index == 2){
skinning += (a_boneWeight0.y) * bones2;
}else if(index == 3){
skinning += (a_boneWeight0.y) * bones3;
}
index = int(a_boneWeight1.x);
if(index == 0){
skinning += (a_boneWeight1.y) * bones0;
}else if(index == 1){
skinning += (a_boneWeight1.y) * bones1;
}else if(index == 2){
skinning += (a_boneWeight1.y) * bones2;
}else if(index == 3){
skinning += (a_boneWeight1.y) * bones3;
}
index = int(a_boneWeight2.x);
if(index == 0){
skinning += (a_boneWeight2.y) * bones0;
}else if(index == 1){
skinning += (a_boneWeight2.y) * bones1;
}else if(index == 2){
skinning += (a_boneWeight2.y) * bones2;
}else if(index == 3){
skinning += (a_boneWeight2.y) * bones3;
}
index = int(a_boneWeight3.x);
if(index == 0){
skinning += (a_boneWeight3.y) * bones0;
}else if(index == 1){
skinning += (a_boneWeight3.y) * bones1;
}else if(index == 2){
skinning += (a_boneWeight3.y) * bones2;
}else if(index == 3){
skinning += (a_boneWeight3.y) * bones3;
}
// Transform the model.
transformedPosition = u_geomTrans * skinning * a_position;
#else
transformedPosition = u_geomTrans * a_position;
#endif // SKINNING
// Set the varyings.
#ifdef SKINNING
v_normal = normalize(vec4(u_normalMatrix * skinning * a_normal).xyz);
#else
v_normal = normalize(vec4(u_normalMatrix * a_normal).xyz);
#endif // SKINNING
v_eyeVector = normalize(u_cameraPos.xyz - transformedPosition.xyz);
v_reflectedVector = normalize(reflect(invLightVector, v_normal));
// Diffuse Term.
float invNDotL = max(dot(v_normal.xyz, invLightVector), 0.0);
v_nDotL = max(dot(v_normal.xyz, lightVector), 0.0);
v_diffuse = (u_lightDiffuse * u_materialDiffuse * v_nDotL) + (vec4(0.1, 0.1, 0.2, 1.0) * u_materialDiffuse * invNDotL);
gl_Position = u_projTrans * transformedPosition;
}