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authortech kaczynski <tk@techkaczynski.dev>2026-11-04 05:56:35 +1000
committertech kaczynski <tk@techkaczynski.dev>2026-11-04 05:56:35 +1000
commitea84213ece95e3ef8ff7f0095cee73ee6bdd0f9a (patch)
tree32a502e72438ba0c6b6fa00dbd9dbdf3603fe7e3 /res/sdr/mdl_skinned_vtx_lit.vs
parente5560f69e11051a85c1d54780a59a4fbd83d8ed9 (diff)
added convex hull and trimesh colliders. Fixed physics edit mode bugs. Added debug drawing for all supported collision types.
Diffstat (limited to 'res/sdr/mdl_skinned_vtx_lit.vs')
-rw-r--r--res/sdr/mdl_skinned_vtx_lit.vs59
1 files changed, 59 insertions, 0 deletions
diff --git a/res/sdr/mdl_skinned_vtx_lit.vs b/res/sdr/mdl_skinned_vtx_lit.vs
new file mode 100644
index 0000000..a6da15e
--- /dev/null
+++ b/res/sdr/mdl_skinned_vtx_lit.vs
@@ -0,0 +1,59 @@
+#version 330
+
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexColor;
+
+uniform mat4 mvp;
+uniform mat4 matNormal;
+
+uniform vec3 sun_direction;
+uniform vec3 sun_colour;
+uniform float sun_intensity;
+
+uniform vec3 moon_direction;
+uniform vec3 moon_colour;
+uniform float moon_intensity;
+
+uniform vec3 ambient_colour;
+uniform float ambient_intensity;
+
+uniform vec2 uv_tiling;
+uniform vec2 uv_offset;
+
+out vec2 frag_texcoord;
+out vec4 frag_colour;
+out vec3 frag_lighting;
+out vec3 frag_normal;
+
+in vec4 vertexBoneIndices;
+in vec4 vertexBoneWeights;
+
+uniform mat4 boneMatrices[64];
+
+void main() {
+ mat4 skin =
+ vertexBoneWeights.x * boneMatrices[int(vertexBoneIndices.x)] +
+ vertexBoneWeights.y * boneMatrices[int(vertexBoneIndices.y)] +
+ vertexBoneWeights.z * boneMatrices[int(vertexBoneIndices.z)] +
+ vertexBoneWeights.w * boneMatrices[int(vertexBoneIndices.w)];
+
+ vec4 position = skin * vec4(vertexPosition, 1.0);
+ vec3 normal = (skin * vec4(vertexNormal, 0.0)).xyz;
+ vec3 world_normal = normalize((matNormal * vec4(normal, 0.0)).xyz);
+
+ float sun_diffuse = max(dot(world_normal, sun_direction), 0.0);
+ float moon_diffuse = max(dot(world_normal, moon_direction), 0.0);
+
+ vec3 ambient_light = ambient_colour * ambient_intensity;
+ vec3 sun_light = sun_colour * sun_intensity * sun_diffuse;
+ vec3 moon_light = moon_colour * moon_intensity * moon_diffuse;
+
+ frag_lighting = ambient_light + sun_light + moon_light;
+ frag_texcoord = vertexTexCoord * uv_tiling + uv_offset;
+ frag_colour = vertexColor;
+ frag_normal = world_normal;
+
+ gl_Position = mvp * position;
+}