axmol/cocos/renderer/ccShader_3D_PositionTex.vert

76 lines
1.7 KiB
GLSL

const char* cc3D_PositionTex_vert = STRINGIFY(
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 TextureCoordOut;
void main(void)
{
gl_Position = CC_MVPMatrix * a_position;
TextureCoordOut = a_texCoord;
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
}
);
const char* cc3D_SkinPositionTex_vert = STRINGIFY(
attribute vec4 a_position;
attribute vec4 a_blendWeights;
attribute vec4 a_blendIndices;
attribute vec2 a_texCoord;
const int SKINNING_JOINT_COUNT = 30;
// Uniforms
uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
// Varyings
varying vec2 TextureCoordOut;
vec4 _skinnedPosition;
vec4 tmp;
void skinPosition(float blendWeight, int matrixIndex)
{
tmp.x = dot(a_position, u_matrixPalette[matrixIndex]);
tmp.y = dot(a_position, u_matrixPalette[matrixIndex + 1]);
tmp.z = dot(a_position, u_matrixPalette[matrixIndex + 2]);
tmp.w = a_position.w;
_skinnedPosition += blendWeight * tmp;
}
vec4 getPosition()
{
_skinnedPosition = vec4(0.0);
float blendWeight = a_blendWeights[0];
int matrixIndex = int (a_blendIndices[0]) * 3;
skinPosition(blendWeight, matrixIndex);
blendWeight = a_blendWeights[1];
matrixIndex = int(a_blendIndices[1]) * 3;
skinPosition(blendWeight, matrixIndex);
blendWeight = a_blendWeights[2];
matrixIndex = int(a_blendIndices[2]) * 3;
skinPosition(blendWeight, matrixIndex);
blendWeight = a_blendWeights[3];
matrixIndex = int(a_blendIndices[3]) * 3;
skinPosition(blendWeight, matrixIndex);
return _skinnedPosition;
}
void main()
{
vec4 position = getPosition();
gl_Position = CC_MVPMatrix * position;
TextureCoordOut = a_texCoord;
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
}
);