e3483fccbe
This give some fps improvement for adreno 306 in android 5.0
138 lines
5.9 KiB
GLSL
138 lines
5.9 KiB
GLSL
#ifdef GL_ES
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uniform sampler2D skinning_tex;
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#else
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uniform samplerBuffer skinning_tex;
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#endif
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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 vec4 i_normal_orig;
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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 = 2) in vec4 i_color;
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layout(location = 3) in vec2 i_uv;
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layout(location = 4) in vec2 i_uv_two;
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#if defined(Converts_10bit_Vector)
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layout(location = 5) in vec4 i_tangent_orig;
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#else
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layout(location = 5) in vec4 i_tangent;
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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 vec4 i_rotation_orig;
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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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layout(location = 11) in vec2 i_texture_trans;
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layout(location = 12) in ivec2 i_misc_data;
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#stk_include "utils/get_world_location.vert"
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out vec3 tangent;
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out vec3 bitangent;
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out vec3 normal;
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out vec2 uv;
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out vec2 uv_two;
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out vec4 color;
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out float camdist;
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out float hue_change;
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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_orig);
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vec4 i_tangent = convert10BitVector(i_tangent_orig);
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vec4 i_rotation = convert10BitVector(i_rotation_orig);
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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 idle_tangent = vec4(i_tangent.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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vec4 skinned_tangent = vec4(0.0);
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int skinning_offset = i_misc_data.x;
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#ifdef GL_ES
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mat4 joint_matrix =
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i_weight[0] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0)) +
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i_weight[1] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0)) +
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i_weight[2] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0)) +
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i_weight[3] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0));
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#else
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mat4 joint_matrix =
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i_weight[0] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
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i_weight[1] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
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i_weight[2] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
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i_weight[3] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 3));
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#endif
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skinned_position = joint_matrix * idle_position;
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skinned_normal = joint_matrix * idle_normal;
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skinned_tangent = joint_matrix * idle_tangent;
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vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w));
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vec4 world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz,
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skinned_position.xyz);
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vec3 world_normal = rotateVector(quaternion, skinned_normal.xyz);
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vec3 world_tangent = rotateVector(quaternion, skinned_tangent.xyz);
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tangent = (u_view_matrix * vec4(world_tangent, 0.0)).xyz;
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bitangent = (u_view_matrix *
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// bitangent sign
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vec4(cross(world_normal, world_tangent) * i_tangent.w, 0.0)
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).xyz;
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normal = (u_view_matrix * vec4(world_normal, 0.0)).xyz;
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uv = vec2(i_uv.x + (i_texture_trans.x * i_normal.w),
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i_uv.y + (i_texture_trans.y * i_normal.w));
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uv_two = i_uv_two;
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color = i_color.zyxw;
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camdist = length(u_view_matrix * world_position);
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hue_change = float(i_misc_data.y) * 0.01;
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gl_Position = u_projection_view_matrix * world_position;
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}
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