const char* cc3D_PositionTex_vert = STRINGIFY(
attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec3 a_normal;
varying vec2 TextureCoordOut;
varying vec4 ePosition;
varying vec3 eNormal;
void main(void)
{
ePosition = CC_MVMatrix * a_position;
eNormal = CC_NormalMatrix * a_normal;
TextureCoordOut = a_texCoord;
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
gl_Position = CC_PMatrix * ePosition;
}
);
const char* cc3D_SkinPositionTex_vert = STRINGIFY(
attribute vec3 a_position;
attribute vec4 a_blendWeight;
attribute vec4 a_blendIndex;
const int SKINNING_JOINT_COUNT = 60;
// Uniforms
uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
// Varyings
void getPositionAndNormal(out vec4 position, out vec3 normal)
float blendWeight = a_blendWeight[0];
int matrixIndex = int (a_blendIndex[0]) * 3;
vec4 matrixPalette1 = u_matrixPalette[matrixIndex] * blendWeight;
vec4 matrixPalette2 = u_matrixPalette[matrixIndex + 1] * blendWeight;
vec4 matrixPalette3 = u_matrixPalette[matrixIndex + 2] * blendWeight;
blendWeight = a_blendWeight[1];
if (blendWeight > 0.0)
matrixIndex = int(a_blendIndex[1]) * 3;
matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
blendWeight = a_blendWeight[2];
matrixIndex = int(a_blendIndex[2]) * 3;
blendWeight = a_blendWeight[3];
matrixIndex = int(a_blendIndex[3]) * 3;
vec4 p = vec4(a_position, 1.0);
position.x = dot(p, matrixPalette1);
position.y = dot(p, matrixPalette2);
position.z = dot(p, matrixPalette3);
position.w = p.w;
vec4 n = vec4(a_normal, 0.0);
normal.x = dot(n, matrixPalette1);
normal.y = dot(n, matrixPalette2);
normal.z = dot(n, matrixPalette3);
void main()
vec4 position;
vec3 normal;
getPositionAndNormal(position, normal);
ePosition = CC_MVMatrix * position;
eNormal = CC_NormalMatrix * normal;