231 lines
5.8 KiB
GLSL
231 lines
5.8 KiB
GLSL
|
|
#include "common_vertex.h"
|
|
|
|
uniform mat4 g_ModelMatrix;
|
|
uniform mat4 g_ModelViewProjectionMatrix;
|
|
uniform vec4 g_Texture0Rotation;
|
|
uniform vec2 g_Texture0Translation;
|
|
|
|
#if SKINNING
|
|
uniform mat4x3 g_Bones[BONECOUNT];
|
|
#endif
|
|
|
|
#if MORPHING
|
|
attribute vec4 a_PositionVec4;
|
|
#else
|
|
attribute vec3 a_Position;
|
|
#endif
|
|
attribute vec2 a_TexCoord;
|
|
|
|
#if VERTEXCOLOR
|
|
attribute vec4 a_Color;
|
|
varying vec4 v_Color;
|
|
#endif
|
|
|
|
#if SKINNING
|
|
attribute vec3 a_Normal;
|
|
#if NORMALMAP
|
|
attribute vec4 a_Tangent4;
|
|
#endif
|
|
attribute uvec4 a_BlendIndices;
|
|
attribute vec4 a_BlendWeights;
|
|
#endif
|
|
|
|
#if PBRMASKS
|
|
uniform vec4 g_Texture2Resolution;
|
|
varying vec4 v_TexCoord;
|
|
#else
|
|
varying vec2 v_TexCoord;
|
|
#endif
|
|
|
|
uniform vec3 g_EyePosition;
|
|
|
|
#if LIGHTING || REFLECTION
|
|
uniform mat3 g_NormalModelMatrix;
|
|
|
|
uniform mat4 g_AltModelMatrix;
|
|
uniform mat3 g_AltNormalModelMatrix;
|
|
uniform mat4 g_AltViewProjectionMatrix;
|
|
|
|
#if PRELIGHTING
|
|
#define M_MDL g_AltModelMatrix
|
|
#define M_NML g_AltNormalModelMatrix
|
|
#define M_VP g_AltViewProjectionMatrix
|
|
#define M_MVP mul(g_AltModelMatrix, g_AltViewProjectionMatrix)
|
|
#else
|
|
#define M_MDL g_ModelMatrix
|
|
#define M_NML g_NormalModelMatrix
|
|
#define M_VP g_ViewProjectionMatrix
|
|
#define M_MVP g_ModelViewProjectionMatrix
|
|
#endif
|
|
#else
|
|
#define M_MVP g_ModelViewProjectionMatrix
|
|
#define M_MDL g_ModelMatrix
|
|
#endif
|
|
|
|
#if LIGHTING
|
|
uniform mat4 g_ViewProjectionMatrix;
|
|
#endif
|
|
|
|
#if LIGHTING || REFLECTION
|
|
varying vec4 v_ViewDir;
|
|
varying vec3 v_Normal;
|
|
varying vec3 v_Tangent;
|
|
varying vec3 v_Bitangent;
|
|
varying vec3 v_WorldPos;
|
|
#if NORMALMAP == 0
|
|
varying vec3 v_WorldNormal;
|
|
#endif
|
|
#elif FOG_COMPUTED && (FOG_DIST || FOG_HEIGHT)
|
|
varying vec4 v_ViewDir;
|
|
#endif
|
|
|
|
#if REFLECTION && NORMALMAP || BLENDMODE
|
|
varying vec3 v_ScreenPos;
|
|
#endif
|
|
|
|
#ifdef SKINNING_ALPHA
|
|
uniform float g_BonesAlpha[BONECOUNT];
|
|
#endif
|
|
|
|
#if MORPHING
|
|
uniform sampler2D g_Texture5; // {"hidden":true}
|
|
uniform vec4 g_Texture5Resolution;
|
|
|
|
uniform uint g_MorphOffsets[12];
|
|
uniform float g_MorphWeights[12];
|
|
#endif
|
|
|
|
#if MORPHING || SKINNING_ALPHA
|
|
varying float v_VertexAlpha;
|
|
#endif
|
|
|
|
void main() {
|
|
#if MORPHING
|
|
vec3 position = a_PositionVec4.xyz;
|
|
#else
|
|
vec3 position = a_Position.xyz;
|
|
#endif
|
|
|
|
#if MORPHING || SKINNING_ALPHA
|
|
v_VertexAlpha = 1.0;
|
|
#endif
|
|
|
|
vec3 localPos = position;
|
|
|
|
#if MORPHING
|
|
vec2 texture5ResolutionInv = 1.0 / g_Texture5Resolution.xy;
|
|
vec3 morphPos = CAST3(0.0);
|
|
for (uint morphTarget = 0u; morphTarget < g_MorphOffsets[0] % 12u && a_PositionVec4.w > 0.0; ++morphTarget)
|
|
{
|
|
uint morphMapIndex = CASTU(a_PositionVec4.w) + g_MorphOffsets[1u + morphTarget];
|
|
vec2 offset = 0.5 * texture5ResolutionInv;
|
|
|
|
uint morphPixelx = morphMapIndex % CASTU(g_Texture5Resolution.x);
|
|
uint morphPixely = morphMapIndex / CASTU(g_Texture5Resolution.y);
|
|
|
|
vec4 morphCol = texSample2DLod(g_Texture5, vec2(morphPixelx, morphPixely) * texture5ResolutionInv + offset, 0.0);
|
|
|
|
morphPos += morphCol.xyz * g_MorphWeights[1u + morphTarget];
|
|
#if PRELIGHTING == 0
|
|
v_VertexAlpha *= morphCol.w * g_MorphWeights[1u + morphTarget] + 1.0 * (1.0 - 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
|
|
|
|
#if SKINNING_ALPHA
|
|
v_VertexAlpha *= saturate(g_BonesAlpha[a_BlendIndices.x] * a_BlendWeights.x +
|
|
g_BonesAlpha[a_BlendIndices.y] * a_BlendWeights.y +
|
|
g_BonesAlpha[a_BlendIndices.z] * a_BlendWeights.z +
|
|
g_BonesAlpha[a_BlendIndices.w] * a_BlendWeights.w);
|
|
#endif
|
|
|
|
#if SPRITESHEET
|
|
v_TexCoord.xy = g_Texture0Translation + a_TexCoord.x * g_Texture0Rotation.xy + a_TexCoord.y * g_Texture0Rotation.zw;
|
|
#else
|
|
v_TexCoord.xy = a_TexCoord;
|
|
#endif
|
|
|
|
#if PBRMASKS
|
|
v_TexCoord.zw = vec2(a_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
|
|
a_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
|
|
#endif
|
|
|
|
vec4 worldPos = mul(vec4(localPos, 1.0), M_MDL);
|
|
vec3 viewDir = g_EyePosition - worldPos.xyz;
|
|
|
|
#if LIGHTING || REFLECTION
|
|
vec3 normal = vec3(0, 0, 1.0);
|
|
|
|
#if SKINNING
|
|
normal = mul(a_Normal, CAST3X3(g_Bones[a_BlendIndices.x]) * a_BlendWeights.x +
|
|
CAST3X3(g_Bones[a_BlendIndices.y]) * a_BlendWeights.y +
|
|
CAST3X3(g_Bones[a_BlendIndices.z]) * a_BlendWeights.z +
|
|
CAST3X3(g_Bones[a_BlendIndices.w]) * a_BlendWeights.w);
|
|
#endif
|
|
|
|
#if NORMALMAP
|
|
vec4 tangent = vec4(1, 0, 0, 1);
|
|
|
|
#if SKINNING
|
|
tangent.w = a_Tangent4.w;
|
|
tangent.xyz = mul(a_Tangent4.xyz, CAST3X3(g_Bones[a_BlendIndices.x]) * a_BlendWeights.x +
|
|
CAST3X3(g_Bones[a_BlendIndices.y]) * a_BlendWeights.y +
|
|
CAST3X3(g_Bones[a_BlendIndices.z]) * a_BlendWeights.z +
|
|
CAST3X3(g_Bones[a_BlendIndices.w]) * a_BlendWeights.w);
|
|
#endif
|
|
mat3 tangentSpace = BuildTangentSpace(M_NML, normal, tangent);
|
|
|
|
v_Tangent = normalize(tangentSpace[0]);
|
|
v_Bitangent = normalize(tangentSpace[1]);
|
|
v_Normal = normalize(tangentSpace[2]);
|
|
v_WorldPos = worldPos.xyz;
|
|
#else
|
|
|
|
v_WorldPos = worldPos.xyz;
|
|
#if SKINNING
|
|
v_WorldNormal = mul(a_Normal, M_NML);
|
|
#else
|
|
v_WorldNormal = mul(vec3(0, 0, 1), M_NML);
|
|
#endif
|
|
|
|
#endif
|
|
v_ViewDir.xyz = viewDir;
|
|
v_ViewDir.w = 0.0;
|
|
#endif
|
|
|
|
#if LIGHTING
|
|
gl_Position = mul(worldPos, M_VP);
|
|
#else
|
|
gl_Position = mul(vec4(localPos, 1.0), M_MVP);
|
|
#endif
|
|
|
|
#if REFLECTION && NORMALMAP || BLENDMODE
|
|
v_ScreenPos = gl_Position.xyw;
|
|
#ifdef HLSL
|
|
v_ScreenPos.y = -v_ScreenPos.y;
|
|
#endif
|
|
#endif
|
|
|
|
#if PRELIGHTING
|
|
gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
|
|
#endif
|
|
|
|
#if VERTEXCOLOR
|
|
v_Color = a_Color;
|
|
#endif
|
|
|
|
#if FOG_COMPUTED && (FOG_DIST || FOG_HEIGHT)
|
|
v_ViewDir = vec4(viewDir, worldPos.y);
|
|
#endif
|
|
}
|