const char *neoRimSkin_vert_src = "uniform mat4 u_boneMatrices[64];\n" "uniform vec3 u_viewVec;\n" "uniform vec4 u_rampStart;\n" "uniform vec4 u_rampEnd;\n" "uniform vec3 u_rimData;\n" "VSIN(ATTRIB_POS) vec3 in_pos;\n" "VSOUT vec4 v_color;\n" "VSOUT vec2 v_tex0;\n" "VSOUT float v_fog;\n" "void\n" "main(void)\n" "{\n" " vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n" " vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n" " for(int i = 0; i < 4; i++){\n" " SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n" " SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n" " }\n" " vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n" " gl_Position = u_proj * u_view * Vertex;\n" " vec3 Normal = mat3(u_world) * SkinNormal;\n" " v_tex0 = in_tex0;\n" " v_color = in_color;\n" " v_color.rgb += u_ambLight.rgb*surfAmbient;\n" " v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" " // rim light\n" " float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n" " vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n" " v_color.rgb += rimlight.rgb;\n" " v_color = clamp(v_color, 0.0, 1.0);\n" " v_color *= u_matColor;\n" " v_fog = DoFog(gl_Position.z);\n" "}\n" ;