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-rw-r--r--src/common/overlay/assets/shaders/scene/frag.glsl11
-rw-r--r--src/common/overlay/assets/shaders/scene/vert.glsl18
2 files changed, 29 insertions, 0 deletions
diff --git a/src/common/overlay/assets/shaders/scene/frag.glsl b/src/common/overlay/assets/shaders/scene/frag.glsl
new file mode 100644
index 0000000..81e08b9
--- /dev/null
+++ b/src/common/overlay/assets/shaders/scene/frag.glsl
@@ -0,0 +1,11 @@
+uniform sampler2D texture_data;
+
+void main()
+{
+ vec4 texel = texture(texture_data, vertex_texcoord);
+ if (texel.a != 1.0) {
+ discard;
+ }
+
+ frag_color = vec4(texel.rgb, texel.a);
+}
diff --git a/src/common/overlay/assets/shaders/scene/vert.glsl b/src/common/overlay/assets/shaders/scene/vert.glsl
new file mode 100644
index 0000000..64f400c
--- /dev/null
+++ b/src/common/overlay/assets/shaders/scene/vert.glsl
@@ -0,0 +1,18 @@
+in vec4 joint;
+in vec4 weight;
+
+uniform mat4 joint_matrices[128];
+
+void main()
+{
+ vertex_texcoord = texcoord;
+ vertex_normal = (normal_matrix * vec4(normal, 1.0)).xyz;
+ mat4 skin
+ = weight.x * joint_matrices[int(joint.x)]
+ + weight.y * joint_matrices[int(joint.y)]
+ + weight.z * joint_matrices[int(joint.z)]
+ + weight.w * joint_matrices[int(joint.w)];
+ vec3 pos = (position * skin * vec4(vertex, 1.0)).xyz;
+ vertex_view_vector = camera_pos - pos;
+ gl_Position = projection * view * vec4(pos, 1.0);
+}