#version 130 out vec3 LightDir; out vec3 ViewDir; out vec3 N; out vec3 t; out vec3 b; out vec3 v; out vec4 A; out vec4 C; out vec4 D; out mat4 reflMatrix; uniform bool isSkinned; uniform bool isGPUSkinned; uniform mat4 boneTransforms[100]; uniform mat4 worldMatrix; mat4 inverse(mat4 m) { float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3], a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3], a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3], a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3], b00 = a00 * a11 - a01 * a10, b01 = a00 * a12 - a02 * a10, b02 = a00 * a13 - a03 * a10, b03 = a01 * a12 - a02 * a11, b04 = a01 * a13 - a03 * a11, b05 = a02 * a13 - a03 * a12, b06 = a20 * a31 - a21 * a30, b07 = a20 * a32 - a22 * a30, b08 = a20 * a33 - a23 * a30, b09 = a21 * a32 - a22 * a31, b10 = a21 * a33 - a23 * a31, b11 = a22 * a33 - a23 * a32, det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; return mat4( a11 * b11 - a12 * b10 + a13 * b09, a02 * b10 - a01 * b11 - a03 * b09, a31 * b05 - a32 * b04 + a33 * b03, a22 * b04 - a21 * b05 - a23 * b03, a12 * b08 - a10 * b11 - a13 * b07, a00 * b11 - a02 * b08 + a03 * b07, a32 * b02 - a30 * b05 - a33 * b01, a20 * b05 - a22 * b02 + a23 * b01, a10 * b10 - a11 * b08 + a13 * b06, a01 * b08 - a00 * b10 - a03 * b06, a30 * b04 - a31 * b02 + a33 * b00, a21 * b02 - a20 * b04 - a23 * b00, a11 * b07 - a10 * b09 - a12 * b06, a00 * b09 - a01 * b07 + a02 * b06, a31 * b01 - a30 * b03 - a32 * b00, a20 * b03 - a21 * b01 + a22 * b00) / det; } void main( void ) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; if ( !isGPUSkinned ) { N = normalize(gl_NormalMatrix * gl_Normal); t = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz); b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); v = vec3(gl_ModelViewMatrix * gl_Vertex); reflMatrix = worldMatrix; if ( isSkinned ) { mat4 bt = boneTransforms[int(gl_MultiTexCoord3[0])] * gl_MultiTexCoord4[0]; bt += boneTransforms[int(gl_MultiTexCoord3[1])] * gl_MultiTexCoord4[1]; bt += boneTransforms[int(gl_MultiTexCoord3[2])] * gl_MultiTexCoord4[2]; bt += boneTransforms[int(gl_MultiTexCoord3[3])] * gl_MultiTexCoord4[3]; reflMatrix = inverse(bt); } } else if ( isSkinned && isGPUSkinned ) { mat4 bt = boneTransforms[int(gl_MultiTexCoord3[0])] * gl_MultiTexCoord4[0]; bt += boneTransforms[int(gl_MultiTexCoord3[1])] * gl_MultiTexCoord4[1]; bt += boneTransforms[int(gl_MultiTexCoord3[2])] * gl_MultiTexCoord4[2]; bt += boneTransforms[int(gl_MultiTexCoord3[3])] * gl_MultiTexCoord4[3]; vec4 V = bt * gl_Vertex; vec3 normal = vec3(bt * vec4(gl_Normal, 0.0)); vec3 tan = vec3(bt * vec4(gl_MultiTexCoord1.xyz, 0.0)); vec3 bit = vec3(bt * vec4(gl_MultiTexCoord2.xyz, 0.0)); gl_Position = gl_ModelViewProjectionMatrix * V; N = normalize(gl_NormalMatrix * normal); t = normalize(gl_NormalMatrix * tan); b = normalize(gl_NormalMatrix * bit); v = vec3(gl_ModelViewMatrix * V); reflMatrix = inverse(bt); } else { N = normalize(gl_NormalMatrix * gl_Normal); t = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz); b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); v = vec3(gl_ModelViewMatrix * gl_Vertex); reflMatrix = worldMatrix; } mat3 tbnMatrix = mat3(b.x, t.x, N.x, b.y, t.y, N.y, b.z, t.z, N.z); ViewDir = tbnMatrix * -v.xyz; LightDir = tbnMatrix * gl_LightSource[0].position.xyz; A = gl_LightSource[0].ambient; C = gl_Color; D = gl_LightSource[0].diffuse; }