stk-code_catmod/data/shaders/instanced_skinning_shadow.vert

74 lines
1.9 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"
uniform samplerBuffer skinning_tex;
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++)
{
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));
skinned_position += Weight[i] * joint_matrix * idle_position;
}
#ifdef VSLayer
gl_Layer = layer;
gl_Position = u_shadow_projection_view_matrices[gl_Layer] * ModelMatrix * skinned_position;
uv = Data1.xy;
#ifdef Use_Bindless_Texture
handle = Handle;
#endif
#else
layerId = layer;
gl_Position = u_shadow_projection_view_matrices[layerId] * ModelMatrix * skinned_position;
tc = Data1.xy;
#ifdef Use_Bindless_Texture
hdle = Handle;
#endif
#endif
}