mirror of https://github.com/axmolengine/axmol.git
116 lines
3.8 KiB
GLSL
116 lines
3.8 KiB
GLSL
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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const char* CC3D_positionTexture_vert = R"(
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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varying vec2 TextureCoordOut;
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uniform mat4 u_MVPMatrix;
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void main(void)
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{
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gl_Position = u_MVPMatrix * a_position;
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TextureCoordOut = a_texCoord;
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TextureCoordOut.y = 1.0 - TextureCoordOut.y;
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}
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)";
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const char* CC3D_skinPositionTexture_vert = R"(
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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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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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uniform mat4 u_MVPMatrix;
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// Varyings
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varying vec2 TextureCoordOut;
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vec4 getPosition()
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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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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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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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}
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}
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vec4 _skinnedPosition;
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vec4 position = vec4(a_position, 1.0);
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_skinnedPosition.x = dot(position, matrixPalette1);
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_skinnedPosition.y = dot(position, matrixPalette2);
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_skinnedPosition.z = dot(position, matrixPalette3);
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_skinnedPosition.w = position.w;
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return _skinnedPosition;
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}
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void main()
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{
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vec4 position = getPosition();
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gl_Position = u_MVPMatrix * position;
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TextureCoordOut = a_texCoord;
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TextureCoordOut.y = 1.0 - TextureCoordOut.y;
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}
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)";
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