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50 lines
715 B
GLSL
50 lines
715 B
GLSL
#version 330 core
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in vec3 f_pos;
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in vec3 f_norm;
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in vec3 f_col;
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flat in uint f_bone_idx;
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layout (std140)
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uniform u_locals {
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mat4 model_mat;
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};
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layout (std140)
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uniform u_globals {
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mat4 view_mat;
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mat4 proj_mat;
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vec4 cam_pos;
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vec4 focus_pos;
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vec4 view_distance;
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vec4 time_of_day;
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vec4 tick;
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};
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struct BoneData {
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mat4 bone_mat;
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};
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layout (std140)
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uniform u_bones {
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BoneData bones[16];
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};
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out vec4 tgt_color;
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void main() {
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vec3 world_norm = (
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model_mat *
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bones[f_bone_idx].bone_mat *
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vec4(f_norm, 0.0)
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).xyz;
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float ambient = 0.5;
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vec3 sun_dir = normalize(vec3(1.3, 1.7, 1.1));
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float sun_diffuse = dot(sun_dir, world_norm) * 0.5;
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tgt_color = vec4(f_col * (ambient + sun_diffuse), 1.0);
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}
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