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#if defined(diffuseTextureFlag) || defined(specularTextureFlag)
#define textureFlag
#endif

#if defined(specularTextureFlag) || defined(specularColorFlag)
#define specularFlag
#endif

#if defined(specularFlag) || defined(fogFlag)
#define cameraPositionFlag
#endif

attribute vec3 a_position;
uniform mat4 u_projViewTrans;

#if defined(colorFlag)
varying vec4 v_color;
attribute vec4 a_color;
#endif // colorFlag

#ifdef normalFlag
attribute vec3 a_normal;
uniform mat3 u_normalMatrix;
varying vec3 v_normal;
#endif // normalFlag

#ifdef textureFlag
attribute vec2 a_texCoord0;
varying vec2 v_texCoords0;
#endif // textureFlag

#ifdef boneWeight0Flag
#define boneWeightsFlag
attribute vec2 a_boneWeight0;
#endif //boneWeight0Flag

#ifdef boneWeight1Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight1;
#endif //boneWeight1Flag

#ifdef boneWeight2Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight2;
#endif //boneWeight2Flag

#ifdef boneWeight3Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight3;
#endif //boneWeight3Flag

#ifdef boneWeight4Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight4;
#endif //boneWeight4Flag

#ifdef boneWeight5Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight5;
#endif //boneWeight5Flag

#ifdef boneWeight6Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight6;
#endif //boneWeight6Flag

#ifdef boneWeight7Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight7;
#endif //boneWeight7Flag

#if defined(numBones) && defined(boneWeightsFlag)
#if (numBones > 0) 
#define skinningFlag
#endif
#endif

uniform mat4 u_worldTrans;

#if defined(numBones)
#if numBones > 0
uniform mat4 u_bones[numBones];
#endif //numBones
#endif


#ifdef lightingFlag
varying vec3 v_lightDiffuse;

#ifdef ambientLightFlag
uniform vec3 u_ambientLight;
#endif // ambientLightFlag

#ifdef cameraPositionFlag
uniform vec4 u_cameraPosition;
#endif // cameraPositionFlag


#if defined(numPointLights) && (numPointLights > 0)
struct PointLight
{
	vec3 color;
	vec3 position;
};
uniform PointLight u_pointLights[numPointLights];
#endif // numPointLights

#if	defined(ambientLightFlag)
#define ambientFlag
#endif //ambientFlag

#ifdef shadowMapFlag
uniform mat4 u_shadowMapProjViewTrans;
varying vec3 v_shadowMapUv;
#define separateAmbientFlag
#endif //shadowMapFlag

#if defined(ambientFlag) && defined(separateAmbientFlag)
varying vec3 v_ambientLight;
#endif //separateAmbientFlag

#endif // lightingFlag

void main() {
	#ifdef textureFlag
		v_texCoords0 = a_texCoord0;
	#endif // textureFlag
	
	#if defined(colorFlag)
		v_color = a_color;
	#endif // colorFlag
		

	#ifdef skinningFlag
		mat4 skinning = mat4(0.0);
		#ifdef boneWeight0Flag
			skinning += (a_boneWeight0.y) * u_bones[int(a_boneWeight0.x)];
		#endif //boneWeight0Flag
		#ifdef boneWeight1Flag				
			skinning += (a_boneWeight1.y) * u_bones[int(a_boneWeight1.x)];
		#endif //boneWeight1Flag
		#ifdef boneWeight2Flag		
			skinning += (a_boneWeight2.y) * u_bones[int(a_boneWeight2.x)];
		#endif //boneWeight2Flag
		#ifdef boneWeight3Flag
			skinning += (a_boneWeight3.y) * u_bones[int(a_boneWeight3.x)];
		#endif //boneWeight3Flag
		#ifdef boneWeight4Flag
			skinning += (a_boneWeight4.y) * u_bones[int(a_boneWeight4.x)];
		#endif //boneWeight4Flag
		#ifdef boneWeight5Flag
			skinning += (a_boneWeight5.y) * u_bones[int(a_boneWeight5.x)];
		#endif //boneWeight5Flag
		#ifdef boneWeight6Flag
			skinning += (a_boneWeight6.y) * u_bones[int(a_boneWeight6.x)];
		#endif //boneWeight6Flag
		#ifdef boneWeight7Flag
			skinning += (a_boneWeight7.y) * u_bones[int(a_boneWeight7.x)];
		#endif //boneWeight7Flag
	#endif //skinningFlag

	#ifdef skinningFlag
		vec4 pos = u_worldTrans * skinning * vec4(a_position, 1.0);
	#else
		vec4 pos = u_worldTrans * vec4(a_position, 1.0);
	#endif
		
	gl_Position = u_projViewTrans * pos;
		
	#ifdef shadowMapFlag
		vec4 spos = u_shadowMapProjViewTrans * pos;
		v_shadowMapUv.xy = (spos.xy / spos.w) * 0.5 + 0.5;
		v_shadowMapUv.z = min(spos.z * 0.5 + 0.5, 0.998);
	#endif //shadowMapFlag
	
	#if defined(normalFlag)
		#if defined(skinningFlag)
			vec3 normal = normalize((u_worldTrans * skinning * vec4(a_normal, 0.0)).xyz);
		#else
			vec3 normal = normalize(u_normalMatrix * a_normal);
		#endif
		v_normal = normal;
	#endif // normalFlag

	#ifdef lightingFlag
		#ifdef ambientFlag
			#ifdef separateAmbientFlag
				v_ambientLight = ambientLight;
				v_lightDiffuse = vec3(0.0);
			#else
				v_lightDiffuse = ambientLight;
			#endif //separateAmbientFlag
		#else
	        v_lightDiffuse = vec3(1.0);
		#endif //ambientFlag			

		#if defined(numPointLights) && (numPointLights > 0) && defined(normalFlag)
			v_lightDiffuse = normalize(u_pointLights[0].position) ;
		#endif // numPointLights
	#endif // lightingFlag
}




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