117 lines
3.6 KiB
GLSL
117 lines
3.6 KiB
GLSL
uniform int layer;
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#ifdef GL_ES
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uniform sampler2D skinning_tex;
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#else
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uniform samplerBuffer skinning_tex;
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#endif
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layout(location = 0) in vec3 i_position;
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layout(location = 3) in vec2 i_uv;
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layout(location = 6) in ivec4 i_joint;
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layout(location = 7) in vec4 i_weight;
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layout(location = 8) in vec3 i_origin;
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#if defined(Converts_10bit_Vector)
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layout(location = 9) in vec4 i_rotation_orig;
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#else
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layout(location = 9) in vec4 i_rotation;
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#endif
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layout(location = 10) in vec4 i_scale;
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layout(location = 12) in ivec2 i_misc_data;
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#if defined(Use_Bindless_Texture)
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layout(location = 13) in uvec4 i_bindless_texture_0;
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layout(location = 14) in uvec4 i_bindless_texture_1;
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layout(location = 15) in uvec4 i_bindless_texture_2;
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#elif defined(Use_Array_Texture)
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layout(location = 13) in uvec4 i_array_texture_0;
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layout(location = 14) in uvec2 i_array_texture_1;
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#endif
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#stk_include "utils/get_world_location.vert"
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out vec2 uv;
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#if defined(Use_Bindless_Texture)
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flat out sampler2D tex_layer_0;
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flat out sampler2D tex_layer_1;
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flat out sampler2D tex_layer_2;
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flat out sampler2D tex_layer_3;
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flat out sampler2D tex_layer_4;
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flat out sampler2D tex_layer_5;
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#elif defined(Use_Array_Texture)
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flat out float array_0;
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flat out float array_1;
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flat out float array_2;
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flat out float array_3;
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flat out float array_4;
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flat out float array_5;
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#endif
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void main()
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{
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#if defined(Converts_10bit_Vector)
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vec4 i_rotation = convert10BitVector(i_rotation_orig);
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#endif
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#if defined(Use_Bindless_Texture)
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tex_layer_0 = sampler2D(i_bindless_texture_0.xy);
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tex_layer_1 = sampler2D(i_bindless_texture_0.zw);
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tex_layer_2 = sampler2D(i_bindless_texture_1.xy);
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tex_layer_3 = sampler2D(i_bindless_texture_1.zw);
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tex_layer_4 = sampler2D(i_bindless_texture_2.xy);
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tex_layer_5 = sampler2D(i_bindless_texture_2.zw);
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#elif defined(Use_Array_Texture)
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array_0 = float(i_array_texture_0.x);
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array_1 = float(i_array_texture_0.y);
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array_2 = float(i_array_texture_0.z);
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array_3 = float(i_array_texture_0.w);
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array_4 = float(i_array_texture_1.x);
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array_5 = float(i_array_texture_1.y);
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#endif
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#ifdef VSLayer
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gl_Layer = layer;
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#endif
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vec4 idle_position = vec4(i_position, 1.0);
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vec4 skinned_position = vec4(0.0);
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int skinning_offset = i_misc_data.x;
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for (int i = 0; i < 4; i++)
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{
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#ifdef GL_ES
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mat4 joint_matrix = mat4(
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texelFetch(skinning_tex, ivec2
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(0, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2
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(1, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2
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(2, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2
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(3, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0));
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#else
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mat4 joint_matrix = mat4(
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 3));
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#endif
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skinned_position += i_weight[i] * joint_matrix * idle_position;
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}
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vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w));
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vec4 world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz,
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skinned_position.xyz);
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uv = i_uv;
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gl_Position = u_shadow_projection_view_matrices[layer] * world_position;
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}
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