mirror of https://github.com/axmolengine/axmol.git
178 lines
5.1 KiB
GLSL
178 lines
5.1 KiB
GLSL
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const char* cc3D_PositionNormalTex_vert = STRINGIFY(
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\n#define MAX_DIRECTIONAL_LIGHT_NUM 1 \n
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\n#define MAX_POINT_LIGHT_NUM 1 \n
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\n#define MAX_SPOT_LIGHT_NUM 1 \n
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\n#define MAX_AMBIENT_LIGHT_NUM 1 \n
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\n#if (MAX_POINT_LIGHT_NUM > 0)\n
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uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
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uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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attribute vec3 a_normal;
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varying vec2 TextureCoordOut;
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\n#if MAX_POINT_LIGHT_NUM\n
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varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#if MAX_SPOT_LIGHT_NUM\n
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varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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varying vec3 v_normal;
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\n#endif\n
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void main(void)
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{
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vec4 ePosition = CC_MVMatrix * a_position;
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\n#if (MAX_POINT_LIGHT_NUM > 0)\n
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for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
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{
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v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
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}
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\n#endif\n
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\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
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for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
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{
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v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;
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}
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\n#endif\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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v_normal = CC_NormalMatrix * a_normal;
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\n#endif\n
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TextureCoordOut = a_texCoord;
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TextureCoordOut.y = 1.0 - TextureCoordOut.y;
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gl_Position = CC_PMatrix * ePosition;
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}
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);
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const char* cc3D_SkinPositionNormalTex_vert = STRINGIFY(
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\n#define MAX_DIRECTIONAL_LIGHT_NUM 1 \n
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\n#define MAX_POINT_LIGHT_NUM 1 \n
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\n#define MAX_SPOT_LIGHT_NUM 1 \n
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\n#define MAX_AMBIENT_LIGHT_NUM 1 \n
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\n#if (MAX_POINT_LIGHT_NUM > 0)\n
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uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
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uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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attribute vec3 a_position;
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attribute vec4 a_blendWeight;
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attribute vec4 a_blendIndex;
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attribute vec2 a_texCoord;
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attribute vec3 a_normal;
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const int SKINNING_JOINT_COUNT = 60;
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// Uniforms
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uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
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// Varyings
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varying vec2 TextureCoordOut;
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\n#if MAX_POINT_LIGHT_NUM\n
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varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#if MAX_SPOT_LIGHT_NUM\n
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varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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varying vec3 v_normal;
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void getPositionAndNormal(out vec4 position, out vec3 normal)
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{
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float blendWeight = a_blendWeight[0];
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int matrixIndex = int (a_blendIndex[0]) * 3;
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vec4 matrixPalette1 = u_matrixPalette[matrixIndex] * blendWeight;
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vec4 matrixPalette2 = u_matrixPalette[matrixIndex + 1] * blendWeight;
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vec4 matrixPalette3 = u_matrixPalette[matrixIndex + 2] * blendWeight;
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blendWeight = a_blendWeight[1];
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if (blendWeight > 0.0)
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{
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matrixIndex = int(a_blendIndex[1]) * 3;
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matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
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matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
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matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
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}
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blendWeight = a_blendWeight[2];
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if (blendWeight > 0.0)
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{
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matrixIndex = int(a_blendIndex[2]) * 3;
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matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
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matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
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matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
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}
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blendWeight = a_blendWeight[3];
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if (blendWeight > 0.0)
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{
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matrixIndex = int(a_blendIndex[3]) * 3;
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matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
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matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
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matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
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}
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vec4 p = vec4(a_position, 1.0);
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position.x = dot(p, matrixPalette1);
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position.y = dot(p, matrixPalette2);
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position.z = dot(p, matrixPalette3);
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position.w = p.w;
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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vec4 n = vec4(a_normal, 0.0);
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normal.x = dot(n, matrixPalette1);
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normal.y = dot(n, matrixPalette2);
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normal.z = dot(n, matrixPalette3);
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\n#endif\n
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}
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void main()
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{
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vec4 position;
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vec3 normal;
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getPositionAndNormal(position, normal);
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vec4 ePosition = CC_MVMatrix * position;
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\n#if (MAX_POINT_LIGHT_NUM > 0)\n
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for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
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{
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v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz- ePosition.xyz;
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}
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\n#endif\n
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\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
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for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
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{
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v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;
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}
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\n#endif\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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v_normal = CC_NormalMatrix * normal;
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\n#endif\n
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TextureCoordOut = a_texCoord;
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TextureCoordOut.y = 1.0 - TextureCoordOut.y;
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gl_Position = CC_PMatrix * ePosition;
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}
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); |