stk-code_catmod/data/shaders/sp_normal_visualizer.vert

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2.6 KiB
GLSL
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uniform samplerBuffer skinning_tex;
layout(location = 0) in vec3 i_position;
#if defined(Converts_10bit_Vector)
layout(location = 1) in int i_normal_pked;
#else
layout(location = 1) in vec4 i_normal;
#endif
#if defined(Converts_10bit_Vector)
layout(location = 5) in int i_tangent_pked;
#else
layout(location = 5) in vec4 i_tangent;
#endif
layout(location = 6) in ivec4 i_joint;
layout(location = 7) in vec4 i_weight;
layout(location = 8) in vec3 i_origin;
#if defined(Converts_10bit_Vector)
layout(location = 9) in int i_rotation_pked;
#else
layout(location = 9) in vec4 i_rotation;
#endif
layout(location = 10) in vec4 i_scale;
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layout(location = 12) in ivec2 i_misc_data_two;
#stk_include "utils/get_world_location.vert"
out vec3 o_tangent;
out vec3 o_bitangent;
out vec3 o_normal;
void main()
{
#if defined(Converts_10bit_Vector)
vec4 i_normal = convert10BitVector(i_normal_pked);
vec4 i_tangent = convert10BitVector(i_tangent_pked);
vec4 i_rotation = convert10BitVector(i_rotation_pked);
#endif
vec4 idle_position = vec4(i_position, 1.0);
vec4 idle_normal = vec4(i_normal.xyz, 0.0);
vec4 idle_tangent = vec4(i_tangent.xyz, 0.0);
vec4 skinned_position = vec4(0.0);
vec4 skinned_normal = vec4(0.0);
vec4 skinned_tangent = vec4(0.0);
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int skinning_offset = i_misc_data_two.x;
for (int i = 0; i < 4; i++)
{
mat4 joint_matrix = mat4(
texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4),
texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 1),
texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 2),
texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 3));
skinned_position += i_weight[i] * joint_matrix * idle_position;
skinned_normal += i_weight[i] * joint_matrix * idle_normal;
skinned_tangent += i_weight[i] * joint_matrix * idle_tangent;
}
float step_mix = step(float(skinning_offset), 0.0);
skinned_position = mix(skinned_position, idle_position, step_mix);
skinned_normal = mix(skinned_normal, idle_normal, step_mix);
skinned_tangent = mix(skinned_tangent, idle_tangent, step_mix);
vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w));
gl_Position = getWorldPosition(i_origin, quaternion, i_scale.xyz,
skinned_position.xyz);
o_normal = normalize(rotateVector(quaternion, skinned_normal.xyz));
o_tangent = normalize(rotateVector(quaternion, skinned_tangent.xyz));
o_bitangent = cross(o_normal, o_tangent) * i_tangent.w;
}