axmol/tests/cpp-tests/Source/shaders/SkinnedOutline.vert

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#version 310 es
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#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;
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const int SKINNING_JOINT_COUNT = 60;
// Uniforms
// Varyings
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layout(location = TEXCOORD0) out vec2 v_texCoord;
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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;
}