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authorBen Skeggs <skeggsb@gmail.com>2008-11-10 15:53:51 +1100
committerBen Skeggs <skeggsb@gmail.com>2008-11-10 15:53:51 +1100
commit32e6be6362e44609d36c2fb20a4c858f57c908fb (patch)
tree4ed99e93ef5f4a8bb51653917c911e04e42f5235 /progs/glsl/skinning.vert
parent92674bc8889e10e580c630cf85c106fa6eb34d7b (diff)
parent399da3a337932c6074a69ac73e711138271308eb (diff)
Merge remote branch 'origin/gallium-0.2' into gallium-0.2
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+// 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;
+}