2023-08-13 23:56:58 +08:00
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#version 310 es
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#include "base.glsl"
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layout(location = POSITION) in vec3 a_position;
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layout(location = BLENDWEIGHT) in vec4 a_blendWeight;
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layout(location = BLENDINDICES) in vec4 a_blendIndex;
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layout(location = TEXCOORD0) in vec2 a_texCoord;
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2023-08-16 19:24:55 +08:00
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#define SKINNING_JOINT_COUNT 60
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2023-08-13 23:56:58 +08:00
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// Uniforms
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// Varyings
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layout(location = TEXCOORD0) out vec2 v_texCoord;
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layout(std140) uniform vs_ub {
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vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
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mat4 u_MVPMatrix;
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};
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vec4 getPosition()
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{
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float blendWeight = a_blendWeight[0];
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int matrixIndex = int (a_blendIndex[0]) * 3;
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vec4 matrixPalette1 = u_matrixPalette[matrixIndex] * blendWeight;
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vec4 matrixPalette2 = u_matrixPalette[matrixIndex + 1] * blendWeight;
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vec4 matrixPalette3 = u_matrixPalette[matrixIndex + 2] * blendWeight;
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blendWeight = a_blendWeight[1];
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if (blendWeight > 0.0)
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{
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matrixIndex = int(a_blendIndex[1]) * 3;
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matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
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matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
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matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
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blendWeight = a_blendWeight[2];
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if (blendWeight > 0.0)
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{
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matrixIndex = int(a_blendIndex[2]) * 3;
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matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
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matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
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matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
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blendWeight = a_blendWeight[3];
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if (blendWeight > 0.0)
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{
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matrixIndex = int(a_blendIndex[3]) * 3;
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matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
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matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
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matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
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}
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}
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}
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vec4 _skinnedPosition;
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vec4 position = vec4(a_position, 1.0);
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_skinnedPosition.x = dot(position, matrixPalette1);
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_skinnedPosition.y = dot(position, matrixPalette2);
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_skinnedPosition.z = dot(position, matrixPalette3);
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_skinnedPosition.w = position.w;
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return _skinnedPosition;
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}
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void main()
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{
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vec4 position = getPosition();
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gl_Position = u_MVPMatrix * position;
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v_texCoord = a_texCoord;
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v_texCoord.y = 1.0 - v_texCoord.y;
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}
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