xenocara/dist/Mesa/progs/glsl/skinning.vert

25 lines
634 B
GLSL
Raw Normal View History

// Vertex weighting/blendin shader
// Brian Paul
// 4 Nov 2008
uniform mat4 mat0, mat1;
attribute float weight;
void main()
{
// simple diffuse shading
// Note that we should really transform the normal vector along with
// the postion below... someday.
vec3 lightVec = vec3(0, 0, 1);
vec3 norm = gl_NormalMatrix * gl_Normal;
float dot = 0.2 + max(0.0, dot(norm, lightVec));
gl_FrontColor = vec4(dot);
// compute sum of weighted transformations
vec4 pos0 = mat0 * gl_Vertex;
vec4 pos1 = mat1 * gl_Vertex;
vec4 pos = mix(pos0, pos1, weight);
gl_Position = gl_ModelViewProjectionMatrix * pos;
}