95 lines
3.1 KiB
GLSL
95 lines
3.1 KiB
GLSL
#ifdef Explicit_Attrib_Location_Usable
|
|
layout(location = 0) in vec3 Position;
|
|
layout(location = 1) in vec3 Normal;
|
|
layout(location = 2) in vec4 Color;
|
|
layout(location = 3) in vec4 Data1;
|
|
layout(location = 4) in vec4 Data2;
|
|
layout(location = 5) in ivec4 Joint;
|
|
layout(location = 6) in vec4 Weight;
|
|
|
|
layout(location = 7) in vec3 Origin;
|
|
layout(location = 8) in vec3 Orientation;
|
|
layout(location = 9) in vec3 Scale;
|
|
layout(location = 10) in vec4 misc_data;
|
|
#ifdef Use_Bindless_Texture
|
|
layout(location = 11) in sampler2D Handle;
|
|
layout(location = 12) in sampler2D SecondHandle;
|
|
layout(location = 13) in sampler2D ThirdHandle;
|
|
layout(location = 14) in sampler2D FourthHandle;
|
|
#endif
|
|
layout(location = 15) in int skinning_offset;
|
|
#else
|
|
in vec3 Position;
|
|
in vec3 Normal;
|
|
in vec4 Color;
|
|
in vec4 Data1;
|
|
in vec4 Data2;
|
|
in ivec4 Joint;
|
|
in vec4 Weight;
|
|
|
|
in vec3 Origin;
|
|
in vec3 Orientation;
|
|
in vec3 Scale;
|
|
in vec4 misc_data;
|
|
in int skinning_offset;
|
|
#endif
|
|
|
|
out vec3 nor;
|
|
out vec3 tangent;
|
|
out vec3 bitangent;
|
|
out vec2 uv;
|
|
out vec4 color;
|
|
flat out vec2 color_change;
|
|
#ifdef Use_Bindless_Texture
|
|
flat out sampler2D handle;
|
|
flat out sampler2D secondhandle;
|
|
flat out sampler2D thirdhandle;
|
|
flat out sampler2D fourthhandle;
|
|
#endif
|
|
|
|
#stk_include "utils/getworldmatrix.vert"
|
|
|
|
uniform samplerBuffer skinning_tex;
|
|
|
|
void main(void)
|
|
{
|
|
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
|
|
mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix);
|
|
vec4 idle_position = vec4(Position, 1.);
|
|
vec4 idle_normal = vec4(Normal, 0.);
|
|
vec4 idle_tangent = vec4(Data1.z, Data1.w, Data2.x, 0.);
|
|
vec4 idle_bitangent = vec4(Data2.y, Data2.z, Data2.w, 0.);
|
|
vec4 skinned_position = vec4(0.);
|
|
vec4 skinned_normal = vec4(0.);
|
|
vec4 skinned_tangent = vec4(0.);
|
|
vec4 skinned_bitangent = vec4(0.);
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
mat4 joint_matrix = mat4(
|
|
texelFetch(skinning_tex, clamp(Joint[i] + skinning_offset, 0, MAX_BONES) * 4),
|
|
texelFetch(skinning_tex, clamp(Joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 1),
|
|
texelFetch(skinning_tex, clamp(Joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 2),
|
|
texelFetch(skinning_tex, clamp(Joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 3));
|
|
skinned_position += Weight[i] * joint_matrix * idle_position;
|
|
skinned_normal += Weight[i] * joint_matrix * idle_normal;
|
|
skinned_tangent += Weight[i] * joint_matrix * idle_tangent;
|
|
skinned_bitangent += Weight[i] * joint_matrix * idle_bitangent;
|
|
}
|
|
|
|
gl_Position = ProjectionViewMatrix * ModelMatrix * skinned_position;
|
|
// Keep orthogonality
|
|
nor = (TransposeInverseModelView * skinned_normal).xyz;
|
|
// Keep direction
|
|
tangent = (ViewMatrix * ModelMatrix * skinned_tangent).xyz;
|
|
bitangent = (ViewMatrix * ModelMatrix * skinned_bitangent).xyz;
|
|
uv = vec2(Data1.x + misc_data.x, Data1.y + misc_data.y);
|
|
color = Color.zyxw;
|
|
color_change = misc_data.zw;
|
|
#ifdef Use_Bindless_Texture
|
|
handle = Handle;
|
|
secondhandle = SecondHandle;
|
|
thirdhandle = ThirdHandle;
|
|
fourthhandle = FourthHandle;
|
|
#endif
|
|
}
|