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- // SuperTuxKart - a fun racing game with go-kart
- // Copyright (C) 2013 the SuperTuxKart team
- //
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the GNU General Public License
- // as published by the Free Software Foundation; either version 3
- // of the License, or (at your option) any later version.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License
- // along with this program; if not, write to the Free Software
- // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- // skinning.vert
- #version 330 compatibility
- #define MAX_JOINT_NUM 36
- #define MAX_LIGHT_NUM 8
- uniform mat4 JointTransform[MAX_JOINT_NUM];
- void main()
- {
- int index;
- vec4 ecPos;
- vec3 normal;
- vec3 light_dir;
- float n_dot_l;
- float dist;
- mat4 ModelTransform = gl_ModelViewProjectionMatrix;
- index = int(gl_Color.r * 255.99);
- mat4 vertTran = JointTransform[index - 1];
- index = int(gl_Color.g * 255.99);
- if(index > 0)
- vertTran += JointTransform[index - 1];
- index = int(gl_Color.b * 255.99);
- if(index > 0)
- vertTran += JointTransform[index - 1];
- index = int(gl_Color.a * 255.99);
- if(index > 0)
- vertTran += JointTransform[index - 1];
- ecPos = gl_ModelViewMatrix * vertTran * gl_Vertex;
- normal = (vertTran * vec4(gl_Normal, 0.0)).xyz;
- normal = normalize(gl_NormalMatrix * normal);
- gl_FrontColor = vec4(0,0,0,0);
- for(int i = 0;i < MAX_LIGHT_NUM;i++)
- {
- light_dir = vec3(gl_LightSource[i].position-ecPos);
- n_dot_l = max(dot(normal, normalize(light_dir)), 0.0);
- dist = length(light_dir);
- n_dot_l *= 1.0 / (gl_LightSource[0].constantAttenuation + gl_LightSource[0].linearAttenuation * dist);
- gl_FrontColor += gl_LightSource[i].diffuse * n_dot_l;
- }
- gl_FrontColor = clamp(gl_FrontColor,0.3,1.0);
- ModelTransform *= vertTran;
- gl_Position = ModelTransform * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
- /*
- // Reflections.
- vec3 r = reflect( ecPos.xyz , normal );
- float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
- gl_TexCoord[1].s = r.x/m + 0.5;
- gl_TexCoord[1].t = r.y/m + 0.5;
- */
- }
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