REVIEWED: skinning shader for GLSL 100 #4412
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2 changed files with 27 additions and 21 deletions
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#version 100
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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in vec4 fragColor;
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varying vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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void main()
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void main()
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{
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{
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// Fetch color from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec4 texelColor = texture(texture0, fragTexCoord);
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finalColor = texelColor*colDiffuse*fragColor;
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// Calculate final fragment color
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gl_FragColor = texelColor*colDiffuse*fragColor;
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}
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}
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#version 100
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#version 100
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in vec3 vertexPosition;
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#define MAX_BONE_NUM 64
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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in vec4 vertexBoneIds;
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in vec4 vertexBoneWeights;
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#define MAX_BONE_NUM 128
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec4 vertexColor;
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attribute vec4 vertexBoneIds;
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attribute vec4 vertexBoneWeights;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 boneMatrices[MAX_BONE_NUM];
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uniform mat4 boneMatrices[MAX_BONE_NUM];
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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varying vec2 fragTexCoord;
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out vec2 fragTexCoord;
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varying vec4 fragColor;
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out vec4 fragColor;
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void main()
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void main()
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{
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{
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