mirror of https://github.com/axmolengine/axmol.git
76 lines
1.7 KiB
GLSL
76 lines
1.7 KiB
GLSL
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const char* cc3D_PositionTex_vert = STRINGIFY(
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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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void main(void)
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{
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gl_Position = CC_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_SkinPositionTex_vert = STRINGIFY(
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attribute vec4 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 = 30;
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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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vec4 _skinnedPosition;
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vec4 tmp;
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void skinPosition(float blendWeight, int matrixIndex)
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{
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tmp.x = dot(a_position, u_matrixPalette[matrixIndex]);
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tmp.y = dot(a_position, u_matrixPalette[matrixIndex + 1]);
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tmp.z = dot(a_position, u_matrixPalette[matrixIndex + 2]);
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tmp.w = a_position.w;
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_skinnedPosition += blendWeight * tmp;
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}
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vec4 getPosition()
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{
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_skinnedPosition = vec4(0.0);
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float blendWeight = a_blendWeight[0];
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int matrixIndex = int (a_blendIndex[0]) * 3;
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skinPosition(blendWeight, matrixIndex);
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blendWeight = a_blendWeight[1];
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matrixIndex = int(a_blendIndex[1]) * 3;
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skinPosition(blendWeight, matrixIndex);
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blendWeight = a_blendWeight[2];
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matrixIndex = int(a_blendIndex[2]) * 3;
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skinPosition(blendWeight, matrixIndex);
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blendWeight = a_blendWeight[3];
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matrixIndex = int(a_blendIndex[3]) * 3;
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skinPosition(blendWeight, matrixIndex);
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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 = CC_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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); |