74 lines
1.9 KiB
GLSL
74 lines
1.9 KiB
GLSL
uniform int layer;
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#ifdef Explicit_Attrib_Location_Usable
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec4 Data1;
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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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#ifdef Use_Bindless_Texture
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layout(location = 11) in uvec2 Handle;
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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 vec4 Data1;
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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 int skinning_offset;
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#endif
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#ifdef VSLayer
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out vec2 uv;
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#ifdef Use_Bindless_Texture
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flat out uvec2 handle;
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#endif
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#else
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out vec2 tc;
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out int layerId;
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#ifdef Use_Bindless_Texture
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flat out uvec2 hdle;
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#endif
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#endif
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#stk_include "utils/getworldmatrix.vert"
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uniform samplerBuffer skinning_tex;
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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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vec4 idle_position = vec4(Position, 1.);
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vec4 skinned_position = vec4(0.);
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for (int i = 0; i < 4; i++)
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{
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mat4 joint_matrix = mat4(
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texelFetch(skinning_tex, clamp(Joint[i] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(Joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(Joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(Joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 3));
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skinned_position += Weight[i] * joint_matrix * idle_position;
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}
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#ifdef VSLayer
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gl_Layer = layer;
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gl_Position = u_shadow_projection_view_matrices[gl_Layer] * ModelMatrix * skinned_position;
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uv = Data1.xy;
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#ifdef Use_Bindless_Texture
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handle = Handle;
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#endif
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#else
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layerId = layer;
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gl_Position = u_shadow_projection_view_matrices[layerId] * ModelMatrix * skinned_position;
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tc = Data1.xy;
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#ifdef Use_Bindless_Texture
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hdle = Handle;
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#endif
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#endif
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}
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