Files
pke/data/shaders/lit_generic_skin.vs
2026-03-08 16:50:54 +03:00

64 lines
1.9 KiB
GLSL

#version 120
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texcoord;
attribute vec4 a_boneIds;
attribute vec4 a_weights;
varying vec3 v_position;
varying vec3 v_normal;
varying vec2 v_texcoord;
varying vec3 v_finalColor;
uniform mat4 u_modelMatrix;
uniform mat4 u_viewMatrix;
uniform mat4 u_projectionMatrix;
uniform mat4 u_modelViewProjection;
uniform vec4 u_sunDirection;
uniform vec4 u_sunColor;
uniform vec4 u_sunAmbientColor;
uniform vec4 u_cameraPos;
uniform mat4 u_boneMatrices[128];
// #TODO: should use own uniforms
#define u_ligthPosition u_sunDirection.xyz
#define u_ligthRadius u_sunDirection.w
// Calculate blinn-phong per-vertex lighting
vec3 CalcPhongLighting( vec3 worldPos, vec3 normal, vec3 lightPos ) {
vec3 lightDir = normalize( lightPos - worldPos );
vec3 viewDir = normalize( u_cameraPos.xyz - worldPos );
vec3 halfVec = normalize( lightDir + viewDir );
float diff = max( dot( normal, lightDir ), 0.0 );
float spec = pow( max( dot( normal, halfVec ), 0.0 ), 32.0 );
float lightlength = length( lightPos - worldPos );
float attenuation = max( 0.0, 1.0 - lightlength / u_ligthRadius );
diff = diff * attenuation;
spec = spec * attenuation;
return u_sunAmbientColor.rgb + (u_sunColor.rgb * diff) + (u_sunColor.rgb * spec);
}
void main() {
// calculate bone transform
mat4 skinMatrix = a_weights.x * u_boneMatrices[ int( a_boneIds.x ) ]
+ a_weights.y * u_boneMatrices[ int( a_boneIds.y ) ]
+ a_weights.z * u_boneMatrices[ int( a_boneIds.z ) ]
+ a_weights.w * u_boneMatrices[ int( a_boneIds.w ) ];
// Position
v_position = vec3( skinMatrix * vec4( a_position, 1.0 ) );
v_position = vec3( u_modelMatrix * vec4( v_position, 1.0 ) );
v_normal = vec3( mat3(u_modelMatrix) * a_normal );
v_normal = normalize(v_normal);
v_texcoord = a_texcoord;
v_finalColor = CalcPhongLighting( v_position, v_normal, u_ligthPosition );
gl_Position = u_projectionMatrix * u_viewMatrix * vec4( v_position, 1.0 );
}