// [COMBO] {"combo":"SKINNING"} // [COMBO] {"combo":"MORPHING"} // [COMBO] {"combo":"MORPHING_NORMALS"} // [COMBO] {"combo":"BONECOUNT"} uniform mat4 g_ModelMatrix; uniform mat4 g_ViewportViewProjectionMatrices[6]; in uint gl_InstanceID; varying uint gl_ViewportIndex; attribute vec3 a_Position; #if SKINNING uniform mat4x3 g_Bones[BONECOUNT]; attribute uvec4 a_BlendIndices; attribute vec4 a_BlendWeights; #endif #if MORPHING #if HLSL in uint gl_VertexID; #endif uniform sampler2D g_Texture1; // {"material":"morph"} uniform vec4 g_Texture1Resolution; uniform uint g_MorphOffsets[12]; uniform float g_MorphWeights[12]; #endif #if ALPHATOCOVERAGE attribute vec2 a_TexCoord; varying vec2 v_TexCoord; #endif void main() { #if ALPHATOCOVERAGE v_TexCoord = a_TexCoord; #endif vec3 localPos = a_Position; #if MORPHING vec2 texture5ResolutionInv = 1.0 / g_Texture1Resolution.xy; vec3 morphPos = CAST3(0.0); for (uint morphTarget = 0u; morphTarget < g_MorphOffsets[0] % 12u; ++morphTarget) { uint morphMapOffset = gl_VertexID + g_MorphOffsets[1u + morphTarget]; vec2 offset = 0.5 * texture5ResolutionInv; #if MORPHING_NORMALS uint morphMapIndex = (morphMapOffset * 6u) / 4u; float morphMapFlip = CASTF((morphMapOffset * 6u) % 4u); uint morphPixel1x = morphMapIndex % CASTU(g_Texture1Resolution.x); uint morphPixel1y = morphMapIndex / CASTU(g_Texture1Resolution.y); uint morphPixel2x = (morphMapIndex + 1u) % CASTU(g_Texture1Resolution.x); uint morphPixel2y = (morphMapIndex + 1u) / CASTU(g_Texture1Resolution.y); vec4 morphCol1 = texSample2DLod(g_Texture1, vec2(morphPixel1x, morphPixel1y) * texture5ResolutionInv + offset, 0.0); vec4 morphCol2 = texSample2DLod(g_Texture1, vec2(morphPixel2x, morphPixel2y) * texture5ResolutionInv + offset, 0.0); vec3 posDeltaV1 = morphCol1.xyz; vec3 posDeltaV2 = vec3(morphCol1.zw, morphCol2.x); vec3 posDelta = mix(posDeltaV1, posDeltaV2, step(1.0, morphMapFlip)); morphPos += posDelta.rgb * g_MorphWeights[1u + morphTarget]; #else uint morphMapIndex = (morphMapOffset * 3u) / 4u; float morphMapFlip = CASTF((morphMapOffset * 3u) % 4u); uint morphPixel1x = morphMapIndex % CASTU(g_Texture1Resolution.x); uint morphPixel1y = morphMapIndex / CASTU(g_Texture1Resolution.y); uint morphPixel2x = (morphMapIndex + 1u) % CASTU(g_Texture1Resolution.x); uint morphPixel2y = (morphMapIndex + 1u) / CASTU(g_Texture1Resolution.y); vec4 morphCol1 = texSample2DLod(g_Texture1, vec2(morphPixel1x, morphPixel1y) * texture5ResolutionInv + offset, 0.0); vec4 morphCol2 = texSample2DLod(g_Texture1, vec2(morphPixel2x, morphPixel2y) * texture5ResolutionInv + offset, 0.0); vec3 posDeltaV1 = morphCol1.xyz; vec3 posDeltaV2 = vec3(morphCol1.w, morphCol2.xy); vec3 posDeltaV3 = vec3(morphCol1.zw, morphCol2.x); vec3 posDeltaV4 = morphCol1.yzw; vec3 posDelta = mix(posDeltaV1, mix(posDeltaV4, mix(posDeltaV3, posDeltaV2, step(2.5, morphMapFlip)), step(1.5, morphMapFlip)), step(0.5, morphMapFlip)); morphPos += posDelta.rgb * g_MorphWeights[1u + morphTarget]; #endif } localPos += morphPos * g_MorphWeights[0]; #endif #if SKINNING localPos = mul(vec4(localPos, 1.0), g_Bones[a_BlendIndices.x] * a_BlendWeights.x + g_Bones[a_BlendIndices.y] * a_BlendWeights.y + g_Bones[a_BlendIndices.z] * a_BlendWeights.z + g_Bones[a_BlendIndices.w] * a_BlendWeights.w); #endif gl_Position = mul(mul(vec4(localPos, 1.0), g_ModelMatrix), g_ViewportViewProjectionMatrices[gl_InstanceID]); gl_ViewportIndex = gl_InstanceID; }