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22 lines
602 B
22 lines
602 B
12 years ago
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#import "Common/ShaderLib/Skinning.glsllib"
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13 years ago
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uniform mat4 g_WorldViewProjectionMatrix;
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uniform mat3 g_NormalMatrix;
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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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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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normal = normalize(g_NormalMatrix * modelSpaceNormals);
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gl_Position = g_WorldViewProjectionMatrix * modelSpacePos;
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13 years ago
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}
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