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void default_scatter(vec3 viewVec, vec3 lightDir);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
vec2 getScatterCoord(vec3 viewVec, vec3 lightDir);
attribute vec4 materialColor;
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);
gl_Position = gl_ProjectionMatrix * pos;
//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
default_scatter(pos.xyz, gl_LightSource[0].position.xyz);
vec4 color = calcLighting(pos.xyz, norm, materialColor, gl_Color);
gl_FrontColor = color;
}
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