📄 skinning.vs
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// skinning.vs
//
// Perform vertex skinning by
// blending between two MV
// matrices
uniform vec3 lightPos;
uniform mat4 mv2;
uniform mat3 mv2IT;
attribute float weight;
void main(void)
{
// compute each vertex influence
vec4 V1 = gl_ModelViewMatrix * gl_Vertex;
vec4 V2 = mv2 * gl_Vertex;
vec4 V = (V1 * weight) + (V2 * (1.0 - weight));
gl_Position = gl_ProjectionMatrix * V;
// compute each normal influence
vec3 N1 = gl_NormalMatrix * gl_Normal;
vec3 N2 = mv2IT * gl_Normal;
vec3 N = normalize((N1 * weight) + (N2 * (1.0 - weight)));
vec3 L = normalize(lightPos - V.xyz);
vec3 H = normalize(L + vec3(0.0, 0.0, 1.0));
// put diffuse lighting result in primary color
float NdotL = dot(N, L);
gl_FrontColor = 0.1 + gl_Color * vec4(max(0.0, NdotL));
// copy (N.H)*8-7 into texcoord
float NdotH = max(0.0, dot(N, H) * 8.0 - 7.0);
gl_TexCoord[0] = vec4(NdotH, 0.0, 0.0, 1.0);
}
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