stk-code_catmod/data/shaders/sp_skinning_shadow.vert

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GLSL
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uniform int layer;
#ifdef GL_ES
uniform sampler2D skinning_tex;
#else
uniform samplerBuffer skinning_tex;
#endif
layout(location = 0) in vec3 i_position;
layout(location = 3) in vec2 i_uv;
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)
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layout(location = 9) in vec4 i_rotation_orig;
#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;
#if defined(Use_Bindless_Texture)
layout(location = 13) in uvec4 i_bindless_texture_0;
layout(location = 14) in uvec4 i_bindless_texture_1;
layout(location = 15) in uvec4 i_bindless_texture_2;
#elif defined(Use_Array_Texture)
layout(location = 13) in uvec4 i_array_texture_0;
layout(location = 14) in uvec2 i_array_texture_1;
#endif
#stk_include "utils/get_world_location.vert"
out vec2 uv;
#if defined(Use_Bindless_Texture)
flat out sampler2D tex_layer_0;
flat out sampler2D tex_layer_1;
flat out sampler2D tex_layer_2;
flat out sampler2D tex_layer_3;
flat out sampler2D tex_layer_4;
flat out sampler2D tex_layer_5;
#elif defined(Use_Array_Texture)
flat out float array_0;
flat out float array_1;
flat out float array_2;
flat out float array_3;
flat out float array_4;
flat out float array_5;
#endif
void main()
{
#if defined(Converts_10bit_Vector)
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vec4 i_rotation = convert10BitVector(i_rotation_orig);
#endif
#if defined(Use_Bindless_Texture)
tex_layer_0 = sampler2D(i_bindless_texture_0.xy);
tex_layer_1 = sampler2D(i_bindless_texture_0.zw);
tex_layer_2 = sampler2D(i_bindless_texture_1.xy);
tex_layer_3 = sampler2D(i_bindless_texture_1.zw);
tex_layer_4 = sampler2D(i_bindless_texture_2.xy);
tex_layer_5 = sampler2D(i_bindless_texture_2.zw);
#elif defined(Use_Array_Texture)
array_0 = float(i_array_texture_0.x);
array_1 = float(i_array_texture_0.y);
array_2 = float(i_array_texture_0.z);
array_3 = float(i_array_texture_0.w);
array_4 = float(i_array_texture_1.x);
array_5 = float(i_array_texture_1.y);
#endif
#ifdef VSLayer
gl_Layer = layer;
#endif
vec4 idle_position = vec4(i_position, 1.0);
vec4 skinned_position = vec4(0.0);
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int skinning_offset = i_misc_data_two.x;
for (int i = 0; i < 4; i++)
{
#ifdef GL_ES
mat4 joint_matrix = mat4(
texelFetch(skinning_tex, ivec2
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(0, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0),
texelFetch(skinning_tex, ivec2
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(1, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0),
texelFetch(skinning_tex, ivec2
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(2, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0),
texelFetch(skinning_tex, ivec2
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(3, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0));
#else
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));
#endif
skinned_position += i_weight[i] * joint_matrix * idle_position;
}
vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w));
vec4 world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz,
skinned_position.xyz);
uv = i_uv;
gl_Position = u_shadow_projection_view_matrices[layer] * world_position;
}