d932451295
It will should be determined by colorization mask in fragment shader
94 lines
3.4 KiB
GLSL
94 lines
3.4 KiB
GLSL
#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec4 Data1;
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layout(location = 4) in vec4 Data2;
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layout(location = 5) in ivec4 Joint;
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layout(location = 6) in vec4 Weight;
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layout(location = 7) in vec3 Origin;
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layout(location = 8) in vec3 Orientation;
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layout(location = 9) in vec3 Scale;
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layout(location = 10) in vec4 misc_data;
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#ifdef Use_Bindless_Texture
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layout(location = 11) in sampler2D Handle;
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layout(location = 12) in sampler2D SecondHandle;
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layout(location = 13) in sampler2D ThirdHandle;
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layout(location = 14) in sampler2D FourthHandle;
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#endif
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layout(location = 15) in int skinning_offset;
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#else
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in vec3 Position;
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in vec3 Normal;
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in vec4 Color;
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in vec4 Data1;
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in vec4 Data2;
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in ivec4 Joint;
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in vec4 Weight;
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in vec3 Origin;
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in vec3 Orientation;
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in vec3 Scale;
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in vec4 misc_data;
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in int skinning_offset;
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#endif
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out vec3 nor;
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out vec3 tangent;
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out vec3 bitangent;
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out vec2 uv;
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out vec4 color;
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flat out vec2 color_change;
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#ifdef Use_Bindless_Texture
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flat out sampler2D handle;
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flat out sampler2D secondhandle;
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flat out sampler2D thirdhandle;
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flat out sampler2D fourthhandle;
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#endif
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#stk_include "utils/getworldmatrix.vert"
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void main(void)
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{
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mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
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mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix);
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vec4 idle_position = vec4(Position, 1.);
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vec4 idle_normal = vec4(Normal, 0.);
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vec4 idle_tangent = vec4(Data1.z, Data1.w, Data2.x, 0.);
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vec4 idle_bitangent = vec4(Data2.y, Data2.z, Data2.w, 0.);
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vec4 skinned_position = vec4(0.);
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vec4 skinned_normal = vec4(0.);
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vec4 skinned_tangent = vec4(0.);
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vec4 skinned_bitangent = vec4(0.);
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// Note : For normal we assume no scale factor in bone (otherwise we'll have to compute inversematrix for each bones...)
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for (int i = 0; i < 4; i++)
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{
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vec4 single_bone_influenced_position = joint_matrices[clamp(Joint[i] + skinning_offset, 0, MAX_BONES)] * idle_position;
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single_bone_influenced_position /= single_bone_influenced_position.w;
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vec4 single_bone_influenced_normal = joint_matrices[clamp(Joint[i] + skinning_offset, 0, MAX_BONES)] * idle_normal;
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vec4 single_bone_influenced_tangent = joint_matrices[clamp(Joint[i] + skinning_offset, 0, MAX_BONES)] * idle_tangent;
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vec4 single_bone_influenced_bitangent = joint_matrices[clamp(Joint[i] + skinning_offset, 0, MAX_BONES)] * idle_bitangent;
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skinned_position += Weight[i] * single_bone_influenced_position;
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skinned_normal += Weight[i] * single_bone_influenced_normal;
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skinned_tangent += Weight[i] * single_bone_influenced_tangent;
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skinned_bitangent += Weight[i] * single_bone_influenced_bitangent;
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}
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gl_Position = ProjectionViewMatrix * ModelMatrix * skinned_position;
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// Keep orthogonality
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nor = (TransposeInverseModelView * skinned_normal).xyz;
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// Keep direction
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tangent = (ViewMatrix * ModelMatrix * skinned_tangent).xyz;
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bitangent = (ViewMatrix * ModelMatrix * skinned_bitangent).xyz;
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uv = vec2(Data1.x + misc_data.x, Data1.y + misc_data.y);
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color = Color.zyxw;
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color_change = misc_data.zw;
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#ifdef Use_Bindless_Texture
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handle = Handle;
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secondhandle = SecondHandle;
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thirdhandle = ThirdHandle;
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fourthhandle = FourthHandle;
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#endif
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}
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