#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 vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM]; vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM]; #endif vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM]; vec3 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) { v_dirLightDirection[i].x = dot(eTangent, u_DirLightSourceDirection[i]); v_dirLightDirection[i].y = dot(eBinormal, u_DirLightSourceDirection[i]); v_dirLightDirection[i].z = dot(eNormal, u_DirLightSourceDirection[i]); } for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i) { vec3 pointLightDir = u_PointLightSourcePosition[i].xyz - 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) { vec3 spotLightDir = 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); v_spotLightDirection[i].x = dot(eTangent, u_SpotLightSourceDirection[i]); v_spotLightDirection[i].y = dot(eBinormal, u_SpotLightSourceDirection[i]); v_spotLightDirection[i].z = dot(eNormal, u_SpotLightSourceDirection[i]); } #else for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i) { v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz- ePosition.xyz; } for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i) { v_vertexToSpotLightDirection[i] = 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; }