stk-code_catmod/data/shaders/ge_shaders/spm_skinning.vert
Benau b2404aadd2 Reduce instance data size
MoltenVK has no DrawIndex support yet
2022-10-02 16:41:09 +08:00

31 lines
1.4 KiB
GLSL

#include "utils/spm_layout.h"
#include "utils/get_vertex_color.h"
#include "../utils/get_world_location.vert"
void main()
{
int offset = u_object_buffer.m_objects[gl_InstanceIndex].m_skinning_offset;
mat4 joint_matrix =
v_weight[0] * u_skinning_matrices.m_mat[max(v_joint[0] + offset, 0)] +
v_weight[1] * u_skinning_matrices.m_mat[max(v_joint[1] + offset, 0)] +
v_weight[2] * u_skinning_matrices.m_mat[max(v_joint[2] + offset, 0)] +
v_weight[3] * u_skinning_matrices.m_mat[max(v_joint[3] + offset, 0)];
vec4 v_skinning_position = joint_matrix * vec4(v_position, 1.0);
vec4 v_world_position = getWorldPosition(
u_object_buffer.m_objects[gl_InstanceIndex].m_translation,
u_object_buffer.m_objects[gl_InstanceIndex].m_rotation,
u_object_buffer.m_objects[gl_InstanceIndex].m_scale,
v_skinning_position.xyz);
gl_Position = u_camera.m_projection_view_matrix * v_world_position;
f_vertex_color = v_color.zyxw * getVertexColor(
u_object_buffer.m_objects[gl_InstanceIndex].m_custom_vertex_color);
f_uv = v_uv + u_object_buffer.m_objects[gl_InstanceIndex].m_texture_trans;
f_uv_two = v_uv_two;
f_material_id = u_object_buffer.m_objects[gl_InstanceIndex].m_material_id;
#ifdef BIND_MESH_TEXTURES_AT_ONCE
if (f_material_id < 0)
f_material_id = u_material_ids.m_material_id[gl_DrawIDARB];
#endif
f_hue_change = u_object_buffer.m_objects[gl_InstanceIndex].m_hue_change;
}