const char* cc3D_PositionNormalTex_vert = R"( #ifdef USE_NORMAL_MAPPING #if (MAX_DIRECTIONAL_LIGHT_NUM > 0) uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM]; #endif #endif #if (MAX_POINT_LIGHT_NUM > 0) uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM]; #endif #if (MAX_SPOT_LIGHT_NUM > 0) uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM]; #ifdef USE_NORMAL_MAPPING uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM]; #endif #endif attribute vec4 a_position; attribute vec2 a_texCoord; attribute vec3 a_normal; #ifdef USE_NORMAL_MAPPING attribute vec3 a_tangent; attribute vec3 a_binormal; #endif varying vec2 TextureCoordOut; #ifdef USE_NORMAL_MAPPING #if MAX_DIRECTIONAL_LIGHT_NUM varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM]; #endif #endif #if MAX_POINT_LIGHT_NUM varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM]; #endif #if MAX_SPOT_LIGHT_NUM varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM]; #ifdef USE_NORMAL_MAPPING varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM]; #endif #endif #ifndef USE_NORMAL_MAPPING #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) varying vec3 v_normal; #endif #endif void main(void) { vec4 ePosition = CC_MVMatrix * a_position; #ifdef USE_NORMAL_MAPPING #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) vec3 eTangent = normalize(CC_NormalMatrix * a_tangent); vec3 eBinormal = normalize(CC_NormalMatrix * a_binormal); vec3 eNormal = normalize(CC_NormalMatrix * a_normal); #endif #if (MAX_DIRECTIONAL_LIGHT_NUM > 0) 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]); } #endif #if (MAX_POINT_LIGHT_NUM > 0) 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); } #endif #if (MAX_SPOT_LIGHT_NUM > 0) 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]); } #endif #else #if (MAX_POINT_LIGHT_NUM > 0) for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i) { v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz - ePosition.xyz; } #endif #if (MAX_SPOT_LIGHT_NUM > 0) for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i) { v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz; } #endif #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) v_normal = CC_NormalMatrix * a_normal; #endif #endif TextureCoordOut = a_texCoord; TextureCoordOut.y = 1.0 - TextureCoordOut.y; gl_Position = CC_PMatrix * ePosition; } )"; const char* cc3D_SkinPositionNormalTex_vert = R"( #ifdef USE_NORMAL_MAPPING #if (MAX_DIRECTIONAL_LIGHT_NUM > 0) uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM]; #endif #endif #if (MAX_POINT_LIGHT_NUM > 0) uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM]; #endif #if (MAX_SPOT_LIGHT_NUM > 0) uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM]; #ifdef USE_NORMAL_MAPPING uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM]; #endif #endif attribute vec3 a_position; attribute vec4 a_blendWeight; attribute vec4 a_blendIndex; attribute vec2 a_texCoord; attribute vec3 a_normal; #ifdef USE_NORMAL_MAPPING attribute vec3 a_tangent; attribute vec3 a_binormal; #endif const int SKINNING_JOINT_COUNT = 60; // Uniforms uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3]; // Varyings varying vec2 TextureCoordOut; #ifdef USE_NORMAL_MAPPING #if MAX_DIRECTIONAL_LIGHT_NUM varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM]; #endif #endif #if MAX_POINT_LIGHT_NUM varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM]; #endif #if MAX_SPOT_LIGHT_NUM varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM]; #ifdef USE_NORMAL_MAPPING varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM]; #endif #endif #ifndef USE_NORMAL_MAPPING #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) varying vec3 v_normal; #endif #endif 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; #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) 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 #endif } void main() { vec4 position; vec3 normal; vec3 tangent; vec3 binormal; getPositionAndNormal(position, normal, tangent, binormal); vec4 ePosition = CC_MVMatrix * position; #ifdef USE_NORMAL_MAPPING #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) vec3 eTangent = normalize(CC_NormalMatrix * tangent); vec3 eBinormal = normalize(CC_NormalMatrix * binormal); vec3 eNormal = normalize(CC_NormalMatrix * normal); #endif #if (MAX_DIRECTIONAL_LIGHT_NUM > 0) 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]); } #endif #if (MAX_POINT_LIGHT_NUM > 0) 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); } #endif #if (MAX_SPOT_LIGHT_NUM > 0) 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]); } #endif #else #if (MAX_POINT_LIGHT_NUM > 0) for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i) { v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz- ePosition.xyz; } #endif #if (MAX_SPOT_LIGHT_NUM > 0) for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i) { v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz; } #endif #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) v_normal = CC_NormalMatrix * normal; #endif #endif TextureCoordOut = a_texCoord; TextureCoordOut.y = 1.0 - TextureCoordOut.y; gl_Position = CC_PMatrix * ePosition; } )";