[2270] | 1 | ///////////////////////////////////////////////////////////////////////////////
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| 2 | //
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| 3 | // ## ######
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| 4 | // ###### ###
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| 5 | // ## ############### Shark 3D Engine (www.shark3d.com)
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| 6 | // ########## # # #
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| 7 | // ######## Copyright (c) 1996-2006 Spinor GmbH.
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| 8 | // ######### # # # All rights reserved.
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| 9 | // ## ##########
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| 10 | // ##
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| 11 | //
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| 12 | ///////////////////////////////////////////////////////////////////////////////
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| 13 |
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| 14 | @include "levelutil/shader/prog/ogl_glsl/" \
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| 15 | "include_stddef_ogl_glsl_vs1x0.s3d_shadercode_run"
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| 16 |
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| 17 | ///////////////////////////////////////////////////////////////////////////////
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| 18 |
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| 19 | S3D_BONE_DECL_STD(boneWgh, boneSubscr)
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| 20 | S3D_MATBONE_DECL_STD(matBone)
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| 21 |
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| 22 | ///////////////////////////////////////////////////////////////////////////////
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| 23 |
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| 24 |
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| 25 | void main(void)
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| 26 | {
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| 27 | S3D_BONE_TRANSF_STD(matBoneFinal, matBone, boneWgh, boneSubscr);
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| 28 | vec4 posView = matBoneFinal * gl_Vertex;
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| 29 | vec3 normalView = normalize((matBoneFinal * vec4(gl_Normal, 0.0)).xyz);
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| 30 |
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| 31 | gl_Position = gl_ProjectionMatrix * posView; //
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| 32 | gl_FogFragCoord = posView.z / posView.w;
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| 33 |
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| 34 | vec4 diffuseOut = gl_FrontMaterial.emission;
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| 35 | vec4 specularOut = vec4(0);
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| 36 |
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| 37 | //!!! hack to detect nvidia
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| 38 | #ifdef __GLSL_CG_DATA_TYPES
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| 39 | for(int i = 0; i < gl_MaxLights; i++)
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| 40 | {
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| 41 | s3d_ColPair result;
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| 42 | s3d_calcPointLightTerm(
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| 43 | result, posView.xyz, normalView, gl_FrontMaterial.shininess,
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| 44 | gl_LightSource[i], gl_FrontLightProduct[i]);
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| 45 | diffuseOut += result.diffuse;
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| 46 | specularOut += result.specular;
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| 47 | }
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| 48 | #else
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| 49 | s3d_ColPair result;
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| 50 | s3d_calcPointLightTerm(
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| 51 | result, posView.xyz, normalView, gl_FrontMaterial.shininess,
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| 52 | gl_LightSource[0], gl_FrontLightProduct[0]);
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| 53 | diffuseOut += result.diffuse;
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| 54 | specularOut += result.specular;
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| 55 |
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| 56 | s3d_calcPointLightTerm(
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| 57 | result, posView.xyz, normalView, gl_FrontMaterial.shininess,
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| 58 | gl_LightSource[1], gl_FrontLightProduct[1]);
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| 59 | diffuseOut += result.diffuse;
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| 60 | specularOut += result.specular;
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| 61 |
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| 62 | s3d_calcPointLightTerm(
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| 63 | result, posView.xyz, normalView, gl_FrontMaterial.shininess,
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| 64 | gl_LightSource[2], gl_FrontLightProduct[2]);
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| 65 | diffuseOut += result.diffuse;
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| 66 | specularOut += result.specular;
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| 67 |
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| 68 | #endif
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| 69 |
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| 70 | gl_FrontColor = diffuseOut;
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| 71 | gl_FrontSecondaryColor = specularOut;
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| 72 | gl_TexCoord[0] = gl_MultiTexCoord0;
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| 73 | gl_TexCoord[1] = gl_MultiTexCoord1;
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| 74 | }
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| 75 |
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| 76 | ///////////////////////////////////////////////////////////////////////////////
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