axmol/core/renderer/shaders/skinPositionNormalTexture.vert

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GLSL
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#version 310 es
#include "base.glsl"
layout(location = POSITION) in vec3 a_position;
layout(location = BLENDWEIGHT) in vec4 a_blendWeight;
layout(location = BLENDINDICES) in vec4 a_blendIndex;
layout(location = TEXCOORD0) in vec2 a_texCoord;
layout(location = NORMAL) in vec3 a_normal;
#ifdef USE_NORMAL_MAPPING
layout(location = TANGENT) in vec3 a_tangent;
layout(location = BINORMAL) in vec3 a_binormal;
#endif
#define SKINNING_JOINT_COUNT 60
// Uniforms
// Varyings
layout(location = TEXCOORD0) out vec2 v_texCoord;
#ifdef USE_NORMAL_MAPPING
layout(location = DIRLIGHT) out vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
#endif
layout(location = POINTLIGHT) out vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
layout(location = SPOTLIGHT) out vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
#ifdef USE_NORMAL_MAPPING
layout(location = SPOTLIGHT_NORM) out vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
#endif
#ifndef USE_NORMAL_MAPPING
layout(location = NORMAL) out vec3 v_normal;
#endif
layout(std140) uniform vs_ub {
#ifdef USE_NORMAL_MAPPING
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vvec3_def(u_DirLightSourceDirection, MAX_DIRECTIONAL_LIGHT_NUM);
vvec3_def(u_SpotLightSourceDirection, MAX_SPOT_LIGHT_NUM);
#endif
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vvec3_def(u_PointLightSourcePosition, MAX_POINT_LIGHT_NUM);
vvec3_def(u_SpotLightSourcePosition, MAX_SPOT_LIGHT_NUM);
vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
mat4 u_MVMatrix;
mat3 u_NormalMatrix;
mat4 u_PMatrix;
};
void getPositionAndNormal(out vec4 position, out vec3 normal, out vec3 tangent, out vec3 binormal)
{
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 p = vec4(a_position, 1.0);
position.x = dot(p, matrixPalette1);
position.y = dot(p, matrixPalette2);
position.z = dot(p, matrixPalette3);
position.w = p.w;
vec4 n = vec4(a_normal, 0.0);
normal.x = dot(n, matrixPalette1);
normal.y = dot(n, matrixPalette2);
normal.z = dot(n, matrixPalette3);
#ifdef USE_NORMAL_MAPPING
vec4 t = vec4(a_tangent, 0.0);
tangent.x = dot(t, matrixPalette1);
tangent.y = dot(t, matrixPalette2);
tangent.z = dot(t, matrixPalette3);
vec4 b = vec4(a_binormal, 0.0);
binormal.x = dot(b, matrixPalette1);
binormal.y = dot(b, matrixPalette2);
binormal.z = dot(b, matrixPalette3);
#endif
}
void main()
{
vec4 position;
vec3 normal;
vec3 tangent;
vec3 binormal;
getPositionAndNormal(position, normal, tangent, binormal);
vec4 ePosition = u_MVMatrix * position;
#ifdef USE_NORMAL_MAPPING
vec3 eTangent = normalize(u_NormalMatrix * tangent);
vec3 eBinormal = normalize(u_NormalMatrix * binormal);
vec3 eNormal = normalize(u_NormalMatrix * normal);
for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
{
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vec3 pointD = vvec3_at(u_DirLightSourceDirection, i);
v_dirLightDirection[i].x = dot(eTangent, pointD);
v_dirLightDirection[i].y = dot(eBinormal, pointD);
v_dirLightDirection[i].z = dot(eNormal, pointD);
}
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
{
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vec3 pointLightDir = vvec3_at(u_PointLightSourcePosition, i) - ePosition.xyz;
v_vertexToPointLightDirection[i].x = dot(eTangent, pointLightDir);
v_vertexToPointLightDirection[i].y = dot(eBinormal, pointLightDir);
v_vertexToPointLightDirection[i].z = dot(eNormal, pointLightDir);
}
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
{
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vec3 spotLightDir = vvec3_at(u_SpotLightSourcePosition, i) - ePosition.xyz;
v_vertexToSpotLightDirection[i].x = dot(eTangent, spotLightDir);
v_vertexToSpotLightDirection[i].y = dot(eBinormal, spotLightDir);
v_vertexToSpotLightDirection[i].z = dot(eNormal, spotLightDir);
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vec3 pointP = vvec3_at(u_SpotLightSourceDirection, i);
v_spotLightDirection[i].x = dot(eTangent, pointP);
v_spotLightDirection[i].y = dot(eBinormal, pointP);
v_spotLightDirection[i].z = dot(eNormal, pointP);
}
#else
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
{
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v_vertexToPointLightDirection[i] = vvec3_at(u_PointLightSourcePosition, i) - ePosition.xyz;
}
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
{
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v_vertexToSpotLightDirection[i] = vvec3_at(u_SpotLightSourcePosition, i) - ePosition.xyz;
}
v_normal = u_NormalMatrix * normal;
#endif
v_texCoord = a_texCoord;
v_texCoord.y = 1.0 - v_texCoord.y;
gl_Position = u_PMatrix * ePosition;
}