2014-06-29 18:41:32 +02:00
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#import "Common/ShaderLib/Instancing.glsllib"
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2013-04-27 16:32:37 +00:00
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#import "Common/ShaderLib/Skinning.glsllib"
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2014-07-10 03:57:00 -04:00
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// These are included in the above now
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//uniform mat4 g_WorldViewProjectionMatrix;
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//uniform mat3 g_NormalMatrix;
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2012-02-24 12:16:43 +00:00
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attribute vec3 inPosition;
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attribute vec3 inNormal;
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attribute vec4 inTexCoord;
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varying vec3 normal;
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varying vec2 texCoord;
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void main(void)
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{
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texCoord=inTexCoord.xy;
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2013-04-27 16:32:37 +00:00
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vec4 modelSpacePos = vec4(inPosition, 1.0);
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vec3 modelSpaceNormals = inNormal;
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#ifdef NUM_BONES
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Skinning_Compute(modelSpacePos,modelSpaceNormals);
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#endif
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2016-03-04 14:12:33 +01:00
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normal = normalize(TransformNormal(modelSpaceNormals));
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2013-04-27 16:32:37 +00:00
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gl_Position = g_WorldViewProjectionMatrix * modelSpacePos;
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2012-02-24 12:16:43 +00:00
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}
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