62 lines
1.8 KiB
GLSL
62 lines
1.8 KiB
GLSL
uniform mat4 ModelMatrix;
|
|
uniform int skinning_offset;
|
|
uniform int layer;
|
|
#ifdef GL_ES
|
|
uniform sampler2D skinning_tex;
|
|
#else
|
|
uniform samplerBuffer skinning_tex;
|
|
#endif
|
|
|
|
#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;
|
|
#else
|
|
in vec3 Position;
|
|
in vec4 Data1;
|
|
in ivec4 Joint;
|
|
in vec4 Weight;
|
|
#endif
|
|
|
|
#ifdef VSLayer
|
|
out vec2 uv;
|
|
#else
|
|
out vec2 tc;
|
|
out int layerId;
|
|
#endif
|
|
|
|
void main(void)
|
|
{
|
|
vec4 idle_position = vec4(Position, 1.);
|
|
vec4 skinned_position = vec4(0.);
|
|
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
#ifdef GL_ES
|
|
mat4 joint_matrix = mat4(
|
|
texelFetch(skinning_tex, ivec2(0, clamp(Joint[i] + skinning_offset, 0, MAX_BONES)), 0),
|
|
texelFetch(skinning_tex, ivec2(1, clamp(Joint[i] + skinning_offset, 0, MAX_BONES)), 0),
|
|
texelFetch(skinning_tex, ivec2(2, clamp(Joint[i] + skinning_offset, 0, MAX_BONES)), 0),
|
|
texelFetch(skinning_tex, ivec2(3, clamp(Joint[i] + skinning_offset, 0, MAX_BONES)), 0));
|
|
#else
|
|
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));
|
|
#endif
|
|
skinned_position += Weight[i] * joint_matrix * idle_position;
|
|
}
|
|
|
|
#ifdef VSLayer
|
|
gl_Layer = layer;
|
|
uv = Data1.xy;
|
|
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * skinned_position;
|
|
#else
|
|
layerId = layer;
|
|
tc = Data1.xy;
|
|
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * skinned_position;
|
|
#endif
|
|
}
|