uniform vec3 u_viewVec; uniform vec4 u_rampStart; uniform vec4 u_rampEnd; uniform vec3 u_rimData; layout(location = 0) in vec3 in_pos; layout(location = 1) in vec3 in_normal; layout(location = 2) in vec4 in_color; layout(location = 3) in vec2 in_tex0; out vec4 v_color; out vec2 v_tex0; out float v_fog; void main(void) { vec4 Vertex = u_world * vec4(in_pos, 1.0); gl_Position = u_proj * u_view * Vertex; vec3 Normal = mat3(u_world) * in_normal; v_tex0 = in_tex0; v_color = in_color; v_color.rgb += u_ambLight.rgb*surfAmbient; v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; // rim light float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec); vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0); v_color.rgb += rimlight.rgb; v_color = clamp(v_color, 0.0, 1.0); v_color *= u_matColor; v_fog = DoFog(gl_Position.w); }