#ifdef GL_ES uniform sampler2D skinning_tex; #else uniform samplerBuffer skinning_tex; #endif layout(location = 0) in vec3 i_position; #if defined(Converts_10bit_Vector) layout(location = 1) in vec4 i_normal_orig; #else layout(location = 1) in vec4 i_normal; #endif layout(location = 2) in vec4 i_color; layout(location = 3) in vec2 i_uv; layout(location = 4) in vec2 i_uv_two; #if defined(Converts_10bit_Vector) layout(location = 5) in vec4 i_tangent_orig; #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; layout(location = 9) in vec4 i_rotation; layout(location = 10) in vec4 i_scale; layout(location = 11) in vec2 i_texture_trans; layout(location = 12) in ivec2 i_misc_data; #stk_include "utils/get_world_location.vert" out vec3 tangent; out vec3 bitangent; out vec3 normal; out vec2 uv; out vec2 uv_two; out vec4 color; out float camdist; out float hue_change; void main() { #if defined(Converts_10bit_Vector) vec4 i_normal = convert10BitVector(i_normal_orig); vec4 i_tangent = convert10BitVector(i_tangent_orig); #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); int skinning_offset = i_misc_data.x; #ifdef GL_ES mat4 joint_matrix = i_weight[0] * mat4( texelFetch(skinning_tex, ivec2(0, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(1, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(2, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(3, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0)) + i_weight[1] * mat4( texelFetch(skinning_tex, ivec2(0, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(1, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(2, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(3, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0)) + i_weight[2] * mat4( texelFetch(skinning_tex, ivec2(0, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(1, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(2, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(3, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0)) + i_weight[3] * mat4( texelFetch(skinning_tex, ivec2(0, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(1, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(2, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(3, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0)); #else mat4 joint_matrix = i_weight[0] * mat4( texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4), texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 1), texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 2), texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 3)) + i_weight[1] * mat4( texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4), texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 1), texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 2), texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 3)) + i_weight[2] * mat4( texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4), texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 1), texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 2), texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 3)) + i_weight[3] * mat4( texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4), texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 1), texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 2), texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 3)); #endif skinned_position = joint_matrix * idle_position; skinned_normal = joint_matrix * idle_normal; skinned_tangent = joint_matrix * idle_tangent; vec4 world_position = getWorldPosition(i_origin, i_rotation, i_scale.xyz, skinned_position.xyz); vec3 world_normal = rotateVector(i_rotation, skinned_normal.xyz); vec3 world_tangent = rotateVector(i_rotation, skinned_tangent.xyz); tangent = (u_view_matrix * vec4(world_tangent, 0.0)).xyz; bitangent = (u_view_matrix * // bitangent sign vec4(cross(world_normal, world_tangent) * i_tangent.w, 0.0) ).xyz; normal = (u_view_matrix * vec4(world_normal, 0.0)).xyz; uv = vec2(i_uv.x + (i_texture_trans.x * i_normal.w), i_uv.y + (i_texture_trans.y * i_normal.w)); uv_two = i_uv_two; color = i_color.zyxw; camdist = length(u_view_matrix * world_position); hue_change = float(i_misc_data.y) * 0.01; gl_Position = u_projection_view_matrix * world_position; }