scummvm/engines/stark/shaders/stark_actor.vertex

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in vec3 position1;
in vec3 position2;
in float bone1; // No ints as shader attributes in GLSL 1.20
in float bone2; // No ints as shader attributes in GLSL 1.20
in float boneWeight;
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in vec3 normal;
in vec2 texcoord;
out vec2 Texcoord;
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out vec3 Color;
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struct Light {
vec4 position;
vec3 direction;
vec3 color;
vec4 params;
};
const int lightTypePoint = 1;
const int lightTypeDirectional = 2;
const int lightTypeSpot = 4;
const int maxLights = 10;
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const int maxBones = 70;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
uniform vec4 boneRotation[maxBones];
uniform vec3 bonePosition[maxBones];
uniform Light lights[maxLights];
uniform vec3 ambientColor;
uniform vec3 color;
uniform bool textured;
vec4 eyePosition;
vec3 eyeNormal;
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vec3 qrot(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
vec3 pointLight(vec3 position, vec3 color, float falloffNear, float falloffFar) {
vec3 vertexToLight = position - eyePosition.xyz;
float dist = length(vertexToLight);
float attn = clamp((falloffFar - dist) / max(0.001, falloffFar - falloffNear), 0.0, 1.0);
vertexToLight = normalize(vertexToLight);
float incidence = max(0.0, dot(eyeNormal, vertexToLight));
return color * attn * incidence;
}
vec3 directionalLight(vec3 direction, vec3 color) {
float incidence = max(0.0, dot(eyeNormal, -direction));
return color * incidence;
}
vec3 spotLight(vec3 position, vec3 color, float falloffNear, float falloffFar, vec3 direction, float cosInnerAngle, float cosOuterAngle) {
vec3 vertexToLight = position - eyePosition.xyz;
float dist = length(vertexToLight);
float attn = clamp((falloffFar - dist) / max(0.001, falloffFar - falloffNear), 0.0, 1.0);
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vertexToLight = normalize(vertexToLight);
float incidence = max(0.0, dot(eyeNormal, vertexToLight));
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float cosAngle = max(0.0, dot(vertexToLight, -direction));
float cone = clamp((cosAngle - cosInnerAngle) / max(0.001, cosOuterAngle - cosInnerAngle), 0.0, 1.0);
return color * attn * incidence * cone;
}
void main()
{
Texcoord = texcoord;
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// Compute the vertex position in eye-space
vec3 b1 = qrot(boneRotation[int(bone1)], position1) + bonePosition[int(bone1)];
vec3 b2 = qrot(boneRotation[int(bone2)], position2) + bonePosition[int(bone2)];
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vec3 modelPosition = mix(b2, b1, boneWeight);
eyePosition = modelViewMatrix * vec4(modelPosition.xyz, 1.0);
// Compute the vertex normal in eye-space
vec3 n1 = qrot(boneRotation[int(bone1)], normal);
vec3 n2 = qrot(boneRotation[int(bone2)], normal);
vec3 modelNormal = normalize(mix(n2, n1, boneWeight));
eyeNormal = normalMatrix * modelNormal;
eyeNormal = normalize(eyeNormal);
// Compute the vertex position in screen-space
gl_Position = projectionMatrix * eyePosition;
// Set the initial vertex color
if (textured) {
Color = vec3(1.0);
} else {
Color = color;
}
// Shade the vertex color according to the lights
vec3 lightColor = ambientColor;
for (int i = 0; i < maxLights; i++) {
int type = int(lights[i].position.w);
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if (type == lightTypePoint) {
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lightColor += pointLight(lights[i].position.xyz, lights[i].color, lights[i].params.x, lights[i].params.y);
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} else if (type == lightTypeDirectional) {
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lightColor += directionalLight(lights[i].direction, lights[i].color);
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} else if (type == lightTypeSpot) {
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lightColor += spotLight(lights[i].position.xyz, lights[i].color, lights[i].params.x, lights[i].params.y,
lights[i].direction, lights[i].params.z, lights[i].params.w);
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}
}
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Color *= clamp(lightColor, 0.0, 1.0);
}