veloren/assets/voxygen/shaders/figure-vert.glsl

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#version 330 core
#include <globals.glsl>
in vec3 v_pos;
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in vec3 v_norm;
in vec3 v_col;
in uint v_bone_idx;
layout (std140)
uniform u_locals {
mat4 model_mat;
vec4 model_col;
};
struct BoneData {
mat4 bone_mat;
};
layout (std140)
uniform u_bones {
BoneData bones[16];
};
out vec3 f_pos;
out vec3 f_col;
flat out vec3 f_norm;
void main() {
// Pre-calculate bone matrix
mat4 combined_mat = model_mat * bones[v_bone_idx].bone_mat;
f_pos = (
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combined_mat *
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vec4(v_pos, 1)).xyz;
f_col = v_col;
// Calculate normal here rather than for each pixel in the fragment shader
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f_norm = normalize((
combined_mat *
vec4(v_norm, 0.0)
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).xyz);
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gl_Position = all_mat * vec4(f_pos, 1);
gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
}