* Unshaded material now supports HW skinning
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10553 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -11,6 +11,10 @@ MaterialDef Unshaded {
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Texture2D GlowMap
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Texture2D GlowMap
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// The glow color of the object
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// The glow color of the object
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Color GlowColor
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Color GlowColor
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// For hardware skinning
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Int NumberOfBones
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Matrix4Array BoneMatrices
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}
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}
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Technique {
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Technique {
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@ -27,6 +31,7 @@ MaterialDef Unshaded {
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HAS_LIGHTMAP : LightMap
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HAS_LIGHTMAP : LightMap
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HAS_VERTEXCOLOR : VertexColor
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HAS_VERTEXCOLOR : VertexColor
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HAS_COLOR : Color
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HAS_COLOR : Color
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NUM_BONES : NumberOfBones
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}
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}
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}
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}
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@ -62,6 +67,7 @@ MaterialDef Unshaded {
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NEED_TEXCOORD1
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NEED_TEXCOORD1
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HAS_GLOWMAP : GlowMap
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HAS_GLOWMAP : GlowMap
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HAS_GLOWCOLOR : GlowColor
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HAS_GLOWCOLOR : GlowColor
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NUM_BONES : NumberOfBones
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}
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}
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}
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}
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}
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}
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@ -1,3 +1,5 @@
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#import "Common/ShaderLib/Skinning.glsllib"
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uniform mat4 g_WorldViewProjectionMatrix;
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uniform mat4 g_WorldViewProjectionMatrix;
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attribute vec3 inPosition;
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attribute vec3 inPosition;
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@ -27,5 +29,9 @@ void main(){
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vertColor = inColor;
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vertColor = inColor;
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#endif
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#endif
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gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
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vec4 modelSpacePos = vec4(inPosition, 1.0);
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#ifdef NUM_BONES
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Skinning_Compute(modelSpacePos);
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#endif
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gl_Position = g_WorldViewProjectionMatrix * modelSpacePos;
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}
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}
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