mirror of https://github.com/axmolengine/axmol.git
83 lines
2.4 KiB
GLSL
83 lines
2.4 KiB
GLSL
#version 310 es
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#include "base.glsl"
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layout(location = POSITION) in vec3 a_position;
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layout(location = NORMAL) in vec3 a_normal;
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layout(location = BLENDWEIGHT) in vec4 a_blendWeight;
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layout(location = BLENDINDICES) in vec4 a_blendIndex;
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const int SKINNING_JOINT_COUNT = 60;
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// Uniforms
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// Varyings
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layout(location = TEXCOORD0) out vec2 v_texCoord;
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layout(std140, binding = 0) uniform vs_ub {
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float OutlineWidth;
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vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
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mat4 u_MVPMatrix;
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};
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vec4 SkinnedVec3(vec4 vec)
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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 _skinnedPosition;
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vec4 postion = vec;
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_skinnedPosition.x = dot(postion, matrixPalette1);
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_skinnedPosition.y = dot(postion, matrixPalette2);
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_skinnedPosition.z = dot(postion, matrixPalette3);
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_skinnedPosition.w = postion.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 pos = u_MVPMatrix * SkinnedVec3(vec4(a_position,1.0));
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vec4 normalproj = u_MVPMatrix * vec4(SkinnedVec3(vec4(a_normal,0.0)).xyz, 0);
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normalproj = normalize(normalproj);
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pos.xy += normalproj.xy * (OutlineWidth * (pos.z * 0.5 + 0.5));
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gl_Position = pos;
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}
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