uniform mat4 u_boneMatrices[64]; uniform vec3 u_viewVec; uniform vec4 u_rampStart; uniform vec4 u_rampEnd; uniform vec3 u_rimData; VSIN(ATTRIB_POS) vec3 in_pos; VSOUT vec4 v_color; VSOUT vec2 v_tex0; VSOUT float v_fog; void main(void) { vec3 SkinVertex = vec3(0.0, 0.0, 0.0); vec3 SkinNormal = vec3(0.0, 0.0, 0.0); for(int i = 0; i < 4; i++){ SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i]; SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i]; } vec4 Vertex = u_world * vec4(SkinVertex, 1.0); gl_Position = u_proj * u_view * Vertex; vec3 Normal = mat3(u_world) * SkinNormal; 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.z); }