diff options
author | Ben Skeggs <skeggsb@gmail.com> | 2008-11-10 15:53:51 +1100 |
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committer | Ben Skeggs <skeggsb@gmail.com> | 2008-11-10 15:53:51 +1100 |
commit | 32e6be6362e44609d36c2fb20a4c858f57c908fb (patch) | |
tree | 4ed99e93ef5f4a8bb51653917c911e04e42f5235 /progs/glsl/skinning.vert | |
parent | 92674bc8889e10e580c630cf85c106fa6eb34d7b (diff) | |
parent | 399da3a337932c6074a69ac73e711138271308eb (diff) |
Merge remote branch 'origin/gallium-0.2' into gallium-0.2
Diffstat (limited to 'progs/glsl/skinning.vert')
-rw-r--r-- | progs/glsl/skinning.vert | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/progs/glsl/skinning.vert b/progs/glsl/skinning.vert new file mode 100644 index 0000000000..28970eee58 --- /dev/null +++ b/progs/glsl/skinning.vert @@ -0,0 +1,24 @@ +// Vertex weighting/blendin shader +// Brian Paul +// 4 Nov 2008 + +uniform mat4 mat0, mat1; +attribute float weight; + +void main() +{ + // simple diffuse shading + // Note that we should really transform the normal vector along with + // the postion below... someday. + vec3 lightVec = vec3(0, 0, 1); + vec3 norm = gl_NormalMatrix * gl_Normal; + float dot = 0.2 + max(0.0, dot(norm, lightVec)); + gl_FrontColor = vec4(dot); + + // compute sum of weighted transformations + vec4 pos0 = mat0 * gl_Vertex; + vec4 pos1 = mat1 * gl_Vertex; + vec4 pos = mix(pos0, pos1, weight); + + gl_Position = gl_ModelViewProjectionMatrix * pos; +} |