28d85d7ba3
It allows to enable it easily in GLES renderer. And we check if this extension is available anyway because it's needed for shadows, so we can use it for other shaders too.
69 lines
1.7 KiB
GLSL
69 lines
1.7 KiB
GLSL
uniform int layer;
|
|
|
|
#ifdef Explicit_Attrib_Location_Usable
|
|
layout(location = 0) in vec3 Position;
|
|
layout(location = 3) in vec4 Data1;
|
|
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;
|
|
#ifdef Use_Bindless_Texture
|
|
layout(location = 11) in uvec2 Handle;
|
|
#endif
|
|
layout(location = 15) in int skinning_offset;
|
|
#else
|
|
in vec3 Position;
|
|
in vec4 Data1;
|
|
in ivec4 Joint;
|
|
in vec4 Weight;
|
|
in vec3 Origin;
|
|
in vec3 Orientation;
|
|
in vec3 Scale;
|
|
in int skinning_offset;
|
|
#endif
|
|
|
|
#ifdef VSLayer
|
|
out vec2 uv;
|
|
#ifdef Use_Bindless_Texture
|
|
flat out uvec2 handle;
|
|
#endif
|
|
#else
|
|
out vec2 tc;
|
|
out int layerId;
|
|
#ifdef Use_Bindless_Texture
|
|
flat out uvec2 hdle;
|
|
#endif
|
|
#endif
|
|
|
|
#stk_include "utils/getworldmatrix.vert"
|
|
|
|
void main(void)
|
|
{
|
|
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
|
|
vec4 idle_position = vec4(Position, 1.);
|
|
vec4 skinned_position = vec4(0.);
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
vec4 single_bone_influenced_position = joint_matrices[clamp(Joint[i] + skinning_offset, 0, MAX_BONES)] * idle_position;
|
|
single_bone_influenced_position /= single_bone_influenced_position.w;
|
|
skinned_position += Weight[i] * single_bone_influenced_position;
|
|
}
|
|
|
|
#ifdef VSLayer
|
|
gl_Layer = layer;
|
|
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * skinned_position;
|
|
uv = Data1.xy;
|
|
#ifdef Use_Bindless_Texture
|
|
handle = Handle;
|
|
#endif
|
|
#else
|
|
layerId = layer;
|
|
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * skinned_position;
|
|
tc = Data1.xy;
|
|
#ifdef Use_Bindless_Texture
|
|
hdle = Handle;
|
|
#endif
|
|
#endif
|
|
}
|