2023-07-22 23:59:17 +08:00
|
|
|
#version 310 es
|
2023-07-25 19:06:12 +08:00
|
|
|
|
|
|
|
#include "base.glsl"
|
|
|
|
|
|
|
|
layout(location = POSITION) in vec3 a_position;
|
|
|
|
layout(location = NORMAL) in vec3 a_normal;
|
|
|
|
layout(location = BLENDWEIGHT) in vec4 a_blendWeight;
|
|
|
|
layout(location = BLENDINDICES) in vec4 a_blendIndex;
|
2023-07-22 23:59:17 +08:00
|
|
|
|
|
|
|
|
|
|
|
const int SKINNING_JOINT_COUNT = 60;
|
|
|
|
// Uniforms
|
|
|
|
|
|
|
|
// Varyings
|
2023-07-25 19:06:12 +08:00
|
|
|
layout(location = TEXCOORD0) out vec2 v_texCoord;
|
2023-07-22 23:59:17 +08:00
|
|
|
|
|
|
|
layout(std140, binding = 0) uniform vs_ub {
|
|
|
|
float OutlineWidth;
|
|
|
|
vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
|
|
|
|
mat4 u_MVPMatrix;
|
|
|
|
};
|
|
|
|
|
|
|
|
vec4 SkinnedVec3(vec4 vec)
|
|
|
|
{
|
|
|
|
float blendWeight = a_blendWeight[0];
|
|
|
|
|
|
|
|
int matrixIndex = int (a_blendIndex[0]) * 3;
|
|
|
|
vec4 matrixPalette1 = u_matrixPalette[matrixIndex] * blendWeight;
|
|
|
|
vec4 matrixPalette2 = u_matrixPalette[matrixIndex + 1] * blendWeight;
|
|
|
|
vec4 matrixPalette3 = u_matrixPalette[matrixIndex + 2] * blendWeight;
|
|
|
|
|
|
|
|
|
|
|
|
blendWeight = a_blendWeight[1];
|
|
|
|
if (blendWeight > 0.0)
|
|
|
|
{
|
|
|
|
matrixIndex = int(a_blendIndex[1]) * 3;
|
|
|
|
matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
|
|
|
|
matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
|
|
|
|
matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
blendWeight = a_blendWeight[2];
|
|
|
|
if (blendWeight > 0.0)
|
|
|
|
{
|
|
|
|
matrixIndex = int(a_blendIndex[2]) * 3;
|
|
|
|
matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
|
|
|
|
matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
|
|
|
|
matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
blendWeight = a_blendWeight[3];
|
|
|
|
if (blendWeight > 0.0)
|
|
|
|
{
|
|
|
|
matrixIndex = int(a_blendIndex[3]) * 3;
|
|
|
|
matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
|
|
|
|
matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
|
|
|
|
matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
vec4 _skinnedPosition;
|
|
|
|
vec4 postion = vec;
|
|
|
|
_skinnedPosition.x = dot(postion, matrixPalette1);
|
|
|
|
_skinnedPosition.y = dot(postion, matrixPalette2);
|
|
|
|
_skinnedPosition.z = dot(postion, matrixPalette3);
|
|
|
|
_skinnedPosition.w = postion.w;
|
|
|
|
|
|
|
|
return _skinnedPosition;
|
|
|
|
}
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
vec4 pos = u_MVPMatrix * SkinnedVec3(vec4(a_position,1.0));
|
|
|
|
|
|
|
|
vec4 normalproj = u_MVPMatrix * vec4(SkinnedVec3(vec4(a_normal,0.0)).xyz, 0);
|
|
|
|
normalproj = normalize(normalproj);
|
|
|
|
pos.xy += normalproj.xy * (OutlineWidth * (pos.z * 0.5 + 0.5));
|
|
|
|
|
|
|
|
gl_Position = pos;
|
|
|
|
}
|