axmol/core/renderer/shaders/skinPositionTexture.vert

79 lines
2.3 KiB
GLSL

#version 310 es
#include "base.glsl"
layout(location = POSITION) in vec3 a_position;
layout(location = BLENDWEIGHT) in vec4 a_blendWeight;
layout(location = BLENDINDICES) in vec4 a_blendIndex;
layout(location = TEXCOORD0) in vec2 a_texCoord;
#define SKINNING_JOINT_COUNT 60
// Uniforms
// Varyings
layout(location = TEXCOORD0) out vec2 v_texCoord;
layout(std140) uniform vs_ub {
vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
mat4 u_MVPMatrix;
};
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;
v_texCoord = a_texCoord;
v_texCoord.y = 1.0 - v_texCoord.y;
}