stk-code_catmod/data/shaders/sp_normal_visualizer.vert

68 lines
2.1 KiB
GLSL
Raw Normal View History

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
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 vec2 uv;
out vec3 normal;
void main()
{
#if defined(Converts_10bit_Vector)
vec4 i_normal = convert10BitVector(i_normal_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 skinned_position = vec4(0.0);
vec4 skinned_normal = 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;
}
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float step_mix = step(float(skinning_offset), -32769.0);
skinned_position = mix(idle_position, skinned_position, step_mix);
skinned_normal = mix(idle_normal, skinned_normal, step_mix);
vec4 world_position = getWorldPosition(i_origin, i_rotation, i_scale.xyz,
skinned_position.xyz);
vec3 world_normal = rotateVector(i_rotation, skinned_normal.xyz);
normal = (u_view_matrix * vec4(world_normal, 0.0)).xyz;
gl_Position = u_projection_view_matrix * world_position;
}