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34
vendor/librw/src/gl/shaders/skin_gl.inc
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34
vendor/librw/src/gl/shaders/skin_gl.inc
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const char *skin_vert_src =
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"uniform mat4 u_boneMatrices[64];\n"
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"VSIN(ATTRIB_POS) vec3 in_pos;\n"
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"VSOUT vec4 v_color;\n"
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"VSOUT vec2 v_tex0;\n"
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"VSOUT float v_fog;\n"
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"void\n"
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"main(void)\n"
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"{\n"
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" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n"
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" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n"
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" for(int i = 0; i < 4; i++){\n"
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" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n"
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" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
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" }\n"
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" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n"
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" gl_Position = u_proj * u_view * Vertex;\n"
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" vec3 Normal = mat3(u_world) * SkinNormal;\n"
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" v_tex0 = in_tex0;\n"
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" v_color = in_color;\n"
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" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
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" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
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" v_color = clamp(v_color, 0.0, 1.0);\n"
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" v_color *= u_matColor;\n"
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" v_fog = DoFog(gl_Position.z);\n"
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"}\n"
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;
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