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#version 120
/* Array of bone (model) matrices.
*/
uniform mat4 m[6];
/* View-projection matrix.
*/
uniform mat4 vp;
attribute vec4 position;
attribute vec4 vert_color;
/* Each bone is influenced by two bones. The .x and .y fields specify
* the bones that influence this vertex. The .z field specifies the
* weight of the first bone.
*/
attribute vec4 weight;
varying vec4 color;
void main(void)
{
/* FINISHME: Transform the vertex by each of the bones that influence
* FINISHME: it.
*/
vec4 p_ws = m[0] * position;
/* FINISME: Blend the transformed locations.
*/
/* Transform the final world-space position to camera-space and
* project.
*/
gl_Position = vp * p_ws;
color = abs(vert_color);
}
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