2017-12-25 01:00:10 -05:00
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uniform samplerBuffer skinning_tex;
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layout(location = 0) in vec3 i_position;
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#if defined(Converts_10bit_Vector)
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layout(location = 1) in int i_normal_pked;
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#else
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layout(location = 1) in vec4 i_normal;
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#endif
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layout(location = 6) in ivec4 i_joint;
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layout(location = 7) in vec4 i_weight;
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layout(location = 8) in vec3 i_origin;
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#if defined(Converts_10bit_Vector)
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layout(location = 9) in int i_rotation_pked;
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#else
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layout(location = 9) in vec4 i_rotation;
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#endif
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layout(location = 10) in vec4 i_scale;
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2017-12-26 02:28:01 -05:00
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layout(location = 12) in ivec2 i_misc_data_two;
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2017-12-25 01:00:10 -05:00
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#stk_include "utils/get_world_location.vert"
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out vec2 uv;
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out vec3 normal;
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void main()
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{
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#if defined(Converts_10bit_Vector)
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vec4 i_normal = convert10BitVector(i_normal_pked);
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vec4 i_rotation = convert10BitVector(i_rotation_pked);
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#endif
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vec4 idle_position = vec4(i_position, 1.0);
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vec4 idle_normal = vec4(i_normal.xyz, 0.0);
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vec4 skinned_position = vec4(0.0);
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vec4 skinned_normal = vec4(0.0);
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2017-12-26 02:28:01 -05:00
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int skinning_offset = i_misc_data_two.x;
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2017-12-25 01:00:10 -05:00
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for (int i = 0; i < 4; i++)
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{
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mat4 joint_matrix = mat4(
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texelFetch(skinning_tex,
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2017-12-26 02:28:01 -05:00
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4),
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2017-12-25 01:00:10 -05:00
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texelFetch(skinning_tex,
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2017-12-26 02:28:01 -05:00
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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2017-12-25 01:00:10 -05:00
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texelFetch(skinning_tex,
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2017-12-26 02:28:01 -05:00
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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2017-12-25 01:00:10 -05:00
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texelFetch(skinning_tex,
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2017-12-26 02:28:01 -05:00
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 3));
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2017-12-25 01:00:10 -05:00
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skinned_position += i_weight[i] * joint_matrix * idle_position;
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skinned_normal += i_weight[i] * joint_matrix * idle_normal;
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}
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2017-12-26 02:28:01 -05:00
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float step_mix = step(float(skinning_offset), -32769.0);
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2017-12-25 01:00:10 -05:00
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skinned_position = mix(idle_position, skinned_position, step_mix);
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skinned_normal = mix(idle_normal, skinned_normal, step_mix);
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vec4 world_position = getWorldPosition(i_origin, i_rotation, i_scale.xyz,
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skinned_position.xyz);
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vec3 world_normal = rotateVector(i_rotation, skinned_normal.xyz);
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normal = (u_view_matrix * vec4(world_normal, 0.0)).xyz;
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gl_Position = u_projection_view_matrix * world_position;
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}
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