in vec3 position1; in vec3 position2; in float bone1; // No ints as shader attributes in GLSL 1.20 in float bone2; // No ints as shader attributes in GLSL 1.20 in float boneWeight; in vec3 normal; in vec2 texcoord; out vec2 Texcoord; out vec3 Color; struct Light { vec4 position; vec3 direction; vec3 color; vec4 params; }; const int lightTypePoint = 1; const int lightTypeDirectional = 2; const int lightTypeSpot = 4; const int maxLights = 10; const int maxBones = 70; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform vec4 boneRotation[maxBones]; uniform vec3 bonePosition[maxBones]; uniform Light lights[maxLights]; uniform vec3 ambientColor; uniform vec3 color; uniform UBOOL textured; vec4 eyePosition; vec3 eyeNormal; vec3 qrot(vec4 q, vec3 v) { return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); } vec3 pointLight(vec3 position, vec3 color, float falloffNear, float falloffFar) { vec3 vertexToLight = position - eyePosition.xyz; float dist = length(vertexToLight); float attn = clamp((falloffFar - dist) / max(0.001, falloffFar - falloffNear), 0.0, 1.0); vertexToLight = normalize(vertexToLight); float incidence = max(0.0, dot(eyeNormal, vertexToLight)); return color * attn * incidence; } vec3 directionalLight(vec3 direction, vec3 color) { float incidence = max(0.0, dot(eyeNormal, -direction)); return color * incidence; } vec3 spotLight(vec3 position, vec3 color, float falloffNear, float falloffFar, vec3 direction, float cosInnerAngle, float cosOuterAngle) { vec3 vertexToLight = position - eyePosition.xyz; float dist = length(vertexToLight); float attn = clamp((falloffFar - dist) / max(0.001, falloffFar - falloffNear), 0.0, 1.0); vertexToLight = normalize(vertexToLight); float incidence = max(0.0, dot(eyeNormal, vertexToLight)); float cosAngle = max(0.0, dot(vertexToLight, -direction)); float cone = clamp((cosAngle - cosInnerAngle) / max(0.001, cosOuterAngle - cosInnerAngle), 0.0, 1.0); return color * attn * incidence * cone; } void main() { Texcoord = texcoord; // Compute the vertex position in eye-space vec3 b1 = qrot(boneRotation[int(bone1)], position1) + bonePosition[int(bone1)]; vec3 b2 = qrot(boneRotation[int(bone2)], position2) + bonePosition[int(bone2)]; vec3 modelPosition = mix(b2, b1, boneWeight); eyePosition = modelViewMatrix * vec4(modelPosition.xyz, 1.0); // Compute the vertex normal in eye-space vec3 n1 = qrot(boneRotation[int(bone1)], normal); vec3 n2 = qrot(boneRotation[int(bone2)], normal); vec3 modelNormal = normalize(mix(n2, n1, boneWeight)); eyeNormal = normalMatrix * modelNormal; eyeNormal = normalize(eyeNormal); // Compute the vertex position in screen-space gl_Position = projectionMatrix * eyePosition; // Set the initial vertex color if (UBOOL_TEST(textured)) { Color = vec3(1.0); } else { Color = color; } // Shade the vertex color according to the lights vec3 lightColor = ambientColor; for (int i = 0; i < maxLights; i++) { int type = int(lights[i].position.w); if (type == lightTypePoint) { lightColor += pointLight(lights[i].position.xyz, lights[i].color, lights[i].params.x, lights[i].params.y); } else if (type == lightTypeDirectional) { lightColor += directionalLight(lights[i].direction, lights[i].color); } else if (type == lightTypeSpot) { lightColor += spotLight(lights[i].position.xyz, lights[i].color, lights[i].params.x, lights[i].params.y, lights[i].direction, lights[i].params.z, lights[i].params.w); } } Color *= clamp(lightColor, 0.0, 1.0); }