37 lines
1.0 KiB
GLSL
37 lines
1.0 KiB
GLSL
|
|
/* ---- Instantiated Attrs ---- */
|
|
in vec3 pos;
|
|
in vec3 nor;
|
|
|
|
/* ---- Per instance Attrs ---- */
|
|
in mat4 InstanceModelMatrix;
|
|
in vec3 boneColor;
|
|
in vec3 stateColor;
|
|
|
|
out vec4 finalColor;
|
|
|
|
void main()
|
|
{
|
|
/* This is slow and run per vertex, but it's still faster than
|
|
* doing it per instance on CPU and sending it on via instance attribute. */
|
|
mat3 normal_mat = transpose(inverse(mat3(InstanceModelMatrix)));
|
|
vec3 normal = normalize(normal_world_to_view(normal_mat * nor));
|
|
|
|
/* Do lighting at an angle to avoid flat shading on front facing bone. */
|
|
const vec3 light = vec3(0.1, 0.1, 0.8);
|
|
float n = dot(normal, light);
|
|
|
|
/* Smooth lighting factor. */
|
|
const float s = 0.2; /* [0.0-0.5] range */
|
|
float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
|
|
finalColor.rgb = mix(stateColor, boneColor, fac);
|
|
finalColor.a = 1.0;
|
|
|
|
vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0);
|
|
gl_Position = ViewProjectionMatrix * worldPosition;
|
|
|
|
#ifdef USE_WORLD_CLIP_PLANES
|
|
world_clip_planes_calc_clip_distance(worldPosition.xyz);
|
|
#endif
|
|
}
|