stk-code_catmod/data/shaders/sp_pass.vert
2017-12-27 12:31:21 +08:00

114 lines
3.3 KiB
GLSL

layout(location = 0) in vec3 i_position;
#if defined(Converts_10bit_Vector)
layout(location = 1) in vec4 i_normal_orig;
#else
layout(location = 1) in vec4 i_normal;
#endif
layout(location = 2) in vec4 i_color;
layout(location = 3) in vec2 i_uv;
layout(location = 4) in vec2 i_uv_two;
#if defined(Converts_10bit_Vector)
layout(location = 5) in vec4 i_tangent_orig;
#else
layout(location = 5) in vec4 i_tangent;
#endif
layout(location = 8) in vec3 i_origin;
#if defined(Converts_10bit_Vector)
layout(location = 9) in vec4 i_rotation_orig;
#else
layout(location = 9) in vec4 i_rotation;
#endif
layout(location = 10) in vec4 i_scale;
layout(location = 11) in vec2 i_texture_trans;
layout(location = 12) in ivec2 i_misc_data;
#if defined(Use_Bindless_Texture)
layout(location = 13) in uvec4 i_bindless_texture_0;
layout(location = 14) in uvec4 i_bindless_texture_1;
layout(location = 15) in uvec4 i_bindless_texture_2;
#elif defined(Use_Array_Texture)
layout(location = 13) in uvec4 i_array_texture_0;
layout(location = 14) in uvec2 i_array_texture_1;
#endif
#stk_include "utils/get_world_location.vert"
out vec3 tangent;
out vec3 bitangent;
out vec3 normal;
out vec2 uv;
out vec2 uv_two;
out vec4 color;
out float camdist;
flat out float hue_change;
#if defined(Use_Bindless_Texture)
flat out sampler2D tex_layer_0;
flat out sampler2D tex_layer_1;
flat out sampler2D tex_layer_2;
flat out sampler2D tex_layer_3;
flat out sampler2D tex_layer_4;
flat out sampler2D tex_layer_5;
#elif defined(Use_Array_Texture)
flat out float array_0;
flat out float array_1;
flat out float array_2;
flat out float array_3;
flat out float array_4;
flat out float array_5;
#endif
void main()
{
#if defined(Converts_10bit_Vector)
vec4 i_normal = convert10BitVector(i_normal_orig);
vec4 i_tangent = convert10BitVector(i_tangent_orig);
vec4 i_rotation = convert10BitVector(i_rotation_orig);
#endif
#if defined(Use_Bindless_Texture)
tex_layer_0 = sampler2D(i_bindless_texture_0.xy);
tex_layer_1 = sampler2D(i_bindless_texture_0.zw);
tex_layer_2 = sampler2D(i_bindless_texture_1.xy);
tex_layer_3 = sampler2D(i_bindless_texture_1.zw);
tex_layer_4 = sampler2D(i_bindless_texture_2.xy);
tex_layer_5 = sampler2D(i_bindless_texture_2.zw);
#elif defined(Use_Array_Texture)
array_0 = float(i_array_texture_0.x);
array_1 = float(i_array_texture_0.y);
array_2 = float(i_array_texture_0.z);
array_3 = float(i_array_texture_0.w);
array_4 = float(i_array_texture_1.x);
array_5 = float(i_array_texture_1.y);
#endif
vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w));
vec4 world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz,
i_position);
vec3 world_normal = rotateVector(quaternion, i_normal.xyz);
vec3 world_tangent = rotateVector(quaternion, i_tangent.xyz);
tangent = (u_view_matrix * vec4(world_tangent, 0.0)).xyz;
bitangent = (u_view_matrix *
// bitangent sign
vec4(cross(world_normal, world_tangent) * i_tangent.w, 0.0)
).xyz;
normal = (u_view_matrix * vec4(world_normal, 0.0)).xyz;
uv = vec2(i_uv.x + (i_texture_trans.x * i_normal.w),
i_uv.y + (i_texture_trans.y * i_normal.w));
uv_two = i_uv_two;
color = i_color.zyxw;
camdist = length(u_view_matrix * world_position);
hue_change = float(i_misc_data.y) * 0.01;
gl_Position = u_projection_view_matrix * world_position;
}