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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec3 baseCol);
mat4 getSkinnedTransform();
void default_scatter(vec3 viewVec, vec3 lightDir);
attribute vec4 materialColor;
attribute vec4 binormal;
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
vec4 pos;
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;
vec3 norm;
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);
vec3 binorm;
binorm.x = dot(trans[0].xyz, binormal.xyz);
binorm.y = dot(trans[1].xyz, binormal.xyz);
binorm.z = dot(trans[2].xyz, binormal.xyz);
float spec = 1.0-max(dot(reflect(normalize(pos.xyz), norm),gl_LightSource[0].position.xyz), 0.0);
spec *= spec;
spec = 1.0-spec;
vec4 color = calcLighting(pos.xyz, norm, materialColor, gl_Color.rgb);
gl_FrontColor = color;
gl_Position = gl_ProjectionMatrix * pos;
vec3 N = norm;
vec3 B = normalize(binorm);
vec3 T = cross(N,B);
//gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + 1.0/512.0 * vec2(dot(T,gl_LightSource[0].position.xyz),
// dot(B,gl_LightSource[0].position.xyz));
default_scatter(pos.xyz, gl_LightSource[0].position.xyz);
}
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