axmol/cocos/renderer/shaders/3D_positionTexture.vert

93 lines
2.6 KiB
GLSL

const char* CC3D_positionTexture_vert = R"(
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 TextureCoordOut;
uniform mat4 u_MVPMatrix;
void main(void)
{
gl_Position = u_MVPMatrix * a_position;
TextureCoordOut = a_texCoord;
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
}
)";
const char* CC3D_skinPositionTexture_vert = R"(
attribute vec3 a_position;
attribute vec4 a_blendWeight;
attribute vec4 a_blendIndex;
attribute vec2 a_texCoord;
// TODO minggo: currently can not declare variable outside function.
//const int SKINNING_JOINT_COUNT = 60;
// Uniforms
uniform vec4 u_matrixPalette[60 * 3];
uniform mat4 u_MVPMatrix;
// Varyings
varying vec2 TextureCoordOut;
vec4 getPosition()
{
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 _skinnedPosition;
vec4 position = vec4(a_position, 1.0);
_skinnedPosition.x = dot(position, matrixPalette1);
_skinnedPosition.y = dot(position, matrixPalette2);
_skinnedPosition.z = dot(position, matrixPalette3);
_skinnedPosition.w = position.w;
return _skinnedPosition;
}
void main()
{
vec4 position = getPosition();
gl_Position = u_MVPMatrix * position;
TextureCoordOut = a_texCoord;
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
}
)";