mirror of https://github.com/axmolengine/axmol.git
170 lines
5.7 KiB
GLSL
170 lines
5.7 KiB
GLSL
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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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layout(location = NORMAL) in vec3 a_normal;
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#ifdef USE_NORMAL_MAPPING
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layout(location = TANGENT) in vec3 a_tangent;
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layout(location = BINORMAL) in vec3 a_binormal;
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#endif
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const int SKINNING_JOINT_COUNT = 60;
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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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#ifdef USE_NORMAL_MAPPING
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layout(location = DIRLIGHT) out vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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#endif
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layout(location = POINTLIGHT) out vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
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layout(location = SPOTLIGHT) out vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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#ifdef USE_NORMAL_MAPPING
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layout(location = SPOTLIGHT_NORM) out vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
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#endif
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#ifndef USE_NORMAL_MAPPING
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layout(location = NORMAL) out vec3 v_normal;
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#endif
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layout(std140) uniform vs_ub {
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#ifdef USE_NORMAL_MAPPING
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vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
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#endif
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vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
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vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
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vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
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mat4 u_MVMatrix;
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mat3 u_NormalMatrix;
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mat4 u_PMatrix;
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};
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void getPositionAndNormal(out vec4 position, out vec3 normal, out vec3 tangent, out vec3 binormal)
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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 p = vec4(a_position, 1.0);
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position.x = dot(p, matrixPalette1);
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position.y = dot(p, matrixPalette2);
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position.z = dot(p, matrixPalette3);
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position.w = p.w;
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vec4 n = vec4(a_normal, 0.0);
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normal.x = dot(n, matrixPalette1);
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normal.y = dot(n, matrixPalette2);
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normal.z = dot(n, matrixPalette3);
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#ifdef USE_NORMAL_MAPPING
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vec4 t = vec4(a_tangent, 0.0);
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tangent.x = dot(t, matrixPalette1);
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tangent.y = dot(t, matrixPalette2);
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tangent.z = dot(t, matrixPalette3);
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vec4 b = vec4(a_binormal, 0.0);
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binormal.x = dot(b, matrixPalette1);
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binormal.y = dot(b, matrixPalette2);
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binormal.z = dot(b, matrixPalette3);
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#endif
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}
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void main()
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{
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vec4 position;
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vec3 normal;
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vec3 tangent;
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vec3 binormal;
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getPositionAndNormal(position, normal, tangent, binormal);
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vec4 ePosition = u_MVMatrix * position;
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#ifdef USE_NORMAL_MAPPING
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vec3 eTangent = normalize(u_NormalMatrix * tangent);
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vec3 eBinormal = normalize(u_NormalMatrix * binormal);
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vec3 eNormal = normalize(u_NormalMatrix * normal);
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for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
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{
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v_dirLightDirection[i].x = dot(eTangent, u_DirLightSourceDirection[i]);
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v_dirLightDirection[i].y = dot(eBinormal, u_DirLightSourceDirection[i]);
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v_dirLightDirection[i].z = dot(eNormal, u_DirLightSourceDirection[i]);
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}
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for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
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{
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vec3 pointLightDir = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
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v_vertexToPointLightDirection[i].x = dot(eTangent, pointLightDir);
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v_vertexToPointLightDirection[i].y = dot(eBinormal, pointLightDir);
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v_vertexToPointLightDirection[i].z = dot(eNormal, pointLightDir);
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}
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for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
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{
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vec3 spotLightDir = u_SpotLightSourcePosition[i] - ePosition.xyz;
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v_vertexToSpotLightDirection[i].x = dot(eTangent, spotLightDir);
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v_vertexToSpotLightDirection[i].y = dot(eBinormal, spotLightDir);
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v_vertexToSpotLightDirection[i].z = dot(eNormal, spotLightDir);
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v_spotLightDirection[i].x = dot(eTangent, u_SpotLightSourceDirection[i]);
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v_spotLightDirection[i].y = dot(eBinormal, u_SpotLightSourceDirection[i]);
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v_spotLightDirection[i].z = dot(eNormal, u_SpotLightSourceDirection[i]);
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}
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#else
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for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
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{
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v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz- ePosition.xyz;
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}
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for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
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{
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v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;
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}
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v_normal = u_NormalMatrix * normal;
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#endif
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v_texCoord = a_texCoord;
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v_texCoord.y = 1.0 - v_texCoord.y;
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gl_Position = u_PMatrix * ePosition;
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}
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