#version 120 mat2x4 blendTwoWeightsAntipod(vec4 blendWgt, vec4 blendIdx, vec4 dualQuaternions[24]); vec3 calculateBlendPosition(vec3 position, mat2x4 blendDQ); vec3 calculateBlendNormal(vec3 normal, mat2x4 blendDQ); uniform vec4 worldDualQuaternion2x4Array[24]; uniform mat4 viewProjectionMatrix; uniform vec4 lightPos[2]; uniform vec4 lightDiffuseColour[2]; uniform vec4 ambient; attribute vec4 vertex; attribute vec3 normal; attribute vec4 blendIndices; attribute vec4 blendWeights; attribute vec4 uv0; void main() { mat2x4 blendDQ = blendTwoWeightsAntipod(blendWeights, blendIndices, worldDualQuaternion2x4Array); float len = length(blendDQ[0]); blendDQ /= len; vec3 blendPosition = calculateBlendPosition(vertex.xyz, blendDQ); //No need to normalize, the magnitude of the normal is preserved because only rotation is performed vec3 blendNormal = calculateBlendNormal(normal, blendDQ); gl_Position = viewProjectionMatrix * vec4(blendPosition, 1.0); // Lighting - support point and directional vec3 lightDir0 = normalize(lightPos[0].xyz - (blendPosition * lightPos[0].w)); vec3 lightDir1 = normalize(lightPos[1].xyz - (blendPosition * lightPos[1].w)); gl_TexCoord[0] = uv0; gl_FrontColor = gl_FrontMaterial.diffuse * (ambient + (clamp(dot(lightDir0, blendNormal), 0.0, 1.0) * lightDiffuseColour[0]) + (clamp(dot(lightDir1, blendNormal), 0.0, 1.0) * lightDiffuseColour[1])); }