stk-code_catmod/data/shaders/skinning_shadow.vert

60 lines
1.5 KiB
GLSL
Raw Normal View History

uniform mat4 ModelMatrix;
uniform int skinning_offset;
uniform int layer;
uniform samplerBuffer skinning_tex;
#ifdef Explicit_Attrib_Location_Usable
layout(location = 0) in vec3 Position;
layout(location = 3) in vec4 Data1;
layout(location = 5) in ivec4 Joint;
layout(location = 6) in vec4 Weight;
#else
in vec3 Position;
in vec4 Data1;
in ivec4 Joint;
in vec4 Weight;
#endif
#ifdef VSLayer
out vec2 uv;
#else
out vec2 tc;
out int layerId;
#endif
void main(void)
{
vec4 idle_position = vec4(Position, 1.);
vec4 skinned_position = vec4(0.);
if (Weight[0] < 0.01)
{
skinned_position = idle_position;
}
else
{
for (int i = 0; i < 4; i++)
{
if (Weight[i] < 0.01)
{
break;
}
mat4 joint_matrix = mat4(
texelFetch(skinning_tex, (Joint[i] + skinning_offset) * 4),
texelFetch(skinning_tex, (Joint[i] + skinning_offset) * 4 + 1),
texelFetch(skinning_tex, (Joint[i] + skinning_offset) * 4 + 2),
texelFetch(skinning_tex, (Joint[i] + skinning_offset) * 4 + 3));
skinned_position += Weight[i] * joint_matrix * idle_position;
}
}
#ifdef VSLayer
gl_Layer = layer;
uv = Data1.xy;
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * skinned_position;
#else
layerId = layer;
tc = Data1.xy;
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * skinned_position;
#endif
}