1in vec3 position1; 2in vec3 position2; 3in float bone1; // No ints as shader attributes in GLSL 1.20 4in float bone2; // No ints as shader attributes in GLSL 1.20 5in float boneWeight; 6in vec3 normal; 7in vec2 texcoord; 8 9out vec2 Texcoord; 10out vec3 Color; 11 12struct Light { 13 vec4 position; 14 vec3 direction; 15 vec3 color; 16 vec4 params; 17}; 18 19const int lightTypePoint = 1; 20const int lightTypeDirectional = 2; 21const int lightTypeSpot = 4; 22 23const int maxLights = 10; 24const int maxBones = 70; 25 26uniform mat4 modelViewMatrix; 27uniform mat4 projectionMatrix; 28uniform mat3 normalMatrix; 29uniform vec4 boneRotation[maxBones]; 30uniform vec3 bonePosition[maxBones]; 31uniform Light lights[maxLights]; 32uniform vec3 ambientColor; 33uniform vec3 color; 34uniform bool textured; 35 36vec4 eyePosition; 37vec3 eyeNormal; 38 39vec3 qrot(vec4 q, vec3 v) { 40 return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); 41} 42 43vec3 pointLight(vec3 position, vec3 color, float falloffNear, float falloffFar) { 44 vec3 vertexToLight = position - eyePosition.xyz; 45 46 float dist = length(vertexToLight); 47 float attn = clamp((falloffFar - dist) / max(0.001, falloffFar - falloffNear), 0.0, 1.0); 48 49 vertexToLight = normalize(vertexToLight); 50 float incidence = max(0.0, dot(eyeNormal, vertexToLight)); 51 52 return color * attn * incidence; 53} 54 55vec3 directionalLight(vec3 direction, vec3 color) { 56 float incidence = max(0.0, dot(eyeNormal, -direction)); 57 58 return color * incidence; 59} 60 61vec3 spotLight(vec3 position, vec3 color, float falloffNear, float falloffFar, vec3 direction, float cosInnerAngle, float cosOuterAngle) { 62 vec3 vertexToLight = position - eyePosition.xyz; 63 vertexToLight = normalize(vertexToLight); 64 65 float cosAngle = max(0.0, dot(vertexToLight, -direction)); 66 float cone = clamp((cosAngle - cosInnerAngle) / max(0.001, cosOuterAngle - cosInnerAngle), 0.0, 1.0); 67 68 return pointLight(position, color, falloffNear, falloffFar) * cone; 69} 70 71void main() 72{ 73 Texcoord = texcoord; 74 75 // Compute the vertex position in eye-space 76 vec3 b1 = qrot(boneRotation[int(bone1)], position1) + bonePosition[int(bone1)]; 77 vec3 b2 = qrot(boneRotation[int(bone2)], position2) + bonePosition[int(bone2)]; 78 vec3 modelPosition = mix(b2, b1, boneWeight); 79 eyePosition = modelViewMatrix * vec4(modelPosition.xyz, 1.0); 80 81 // Compute the vertex normal in eye-space 82 vec3 n1 = qrot(boneRotation[int(bone1)], normal); 83 vec3 n2 = qrot(boneRotation[int(bone2)], normal); 84 vec3 modelNormal = normalize(mix(n2, n1, boneWeight)); 85 eyeNormal = normalMatrix * modelNormal; 86 eyeNormal = normalize(eyeNormal); 87 88 // Compute the vertex position in screen-space 89 gl_Position = projectionMatrix * eyePosition; 90 91 // Set the initial vertex color 92 if (textured) { 93 Color = vec3(1.0); 94 } else { 95 Color = color; 96 } 97 98 // Shade the vertex color according to the lights 99 vec3 lightColor = ambientColor; 100 for (int i = 0; i < maxLights; i++) { 101 int type = int(lights[i].position.w); 102 if (type == lightTypePoint) { 103 lightColor += pointLight(lights[i].position.xyz, lights[i].color, lights[i].params.x, lights[i].params.y); 104 } else if (type == lightTypeDirectional) { 105 lightColor += directionalLight(lights[i].direction, lights[i].color); 106 } else if (type == lightTypeSpot) { 107 lightColor += spotLight(lights[i].position.xyz, lights[i].color, lights[i].params.x, lights[i].params.y, 108 lights[i].direction, lights[i].params.z, lights[i].params.w); 109 } 110 } 111 112 Color *= clamp(lightColor, 0.0, 1.0); 113} 114