[12083] | 1 | //--------------------------------------------------------------------------- |
---|
| 2 | //These materials/shaders are part of the NEW InstanceManager implementation |
---|
| 3 | //Written by Matias N. Goldberg ("dark_sylinc") |
---|
| 4 | //--------------------------------------------------------------------------- |
---|
| 5 | #version 150 |
---|
| 6 | |
---|
| 7 | //Vertex input |
---|
| 8 | in vec4 vertex; |
---|
| 9 | in vec3 normal; |
---|
| 10 | |
---|
| 11 | #ifdef BONE_TWO_WEIGHTS |
---|
| 12 | in vec4 blendWeights; |
---|
| 13 | #endif |
---|
| 14 | |
---|
| 15 | in vec4 uv0; |
---|
| 16 | in vec4 uv1; |
---|
| 17 | in vec4 uv2; |
---|
| 18 | |
---|
| 19 | #if BONE_MATRIX_LUT |
---|
| 20 | in vec4 uv3; |
---|
| 21 | in vec4 uv4; |
---|
| 22 | in vec4 uv5; |
---|
| 23 | #endif |
---|
| 24 | |
---|
| 25 | in vec3 tangent; |
---|
| 26 | |
---|
| 27 | //Parameters |
---|
| 28 | uniform mat4 viewProjMatrix; |
---|
| 29 | uniform sampler2D matrixTexture; |
---|
| 30 | |
---|
| 31 | #if (DEPTH_SHADOWCASTER || DEPTH_SHADOWRECEIVER) |
---|
| 32 | uniform vec4 depthRange; |
---|
| 33 | #endif |
---|
| 34 | |
---|
| 35 | #if DEPTH_SHADOWRECEIVER |
---|
| 36 | uniform mat4 texViewProjMatrix; |
---|
| 37 | #endif |
---|
| 38 | |
---|
| 39 | //Output |
---|
| 40 | #if DEPTH_SHADOWCASTER |
---|
| 41 | out vec2 depth; |
---|
| 42 | #else |
---|
| 43 | out vec2 _uv0; |
---|
| 44 | out vec3 oNormal; |
---|
| 45 | out vec3 oVPos; |
---|
| 46 | #if DEPTH_SHADOWRECEIVER |
---|
| 47 | out vec4 oLightSpacePos; |
---|
| 48 | #endif |
---|
| 49 | #endif |
---|
| 50 | |
---|
| 51 | vec3 calculateBlendPosition(vec3 position, mat2x4 blendDQ) |
---|
| 52 | { |
---|
| 53 | vec3 blendPosition = position + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, position) + blendDQ[0].x*position); |
---|
| 54 | vec3 trans = 2.0*(blendDQ[0].x*blendDQ[1].yzw - blendDQ[1].x*blendDQ[0].yzw + cross(blendDQ[0].yzw, blendDQ[1].yzw)); |
---|
| 55 | blendPosition += trans; |
---|
| 56 | |
---|
| 57 | return blendPosition; |
---|
| 58 | } |
---|
| 59 | |
---|
| 60 | vec3 calculateBlendNormal(vec3 normal, mat2x4 blendDQ) |
---|
| 61 | { |
---|
| 62 | return normal + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, normal) + blendDQ[0].x*normal); |
---|
| 63 | } |
---|
| 64 | |
---|
| 65 | //--------------------------------------------- |
---|
| 66 | //Main Vertex Shader |
---|
| 67 | //--------------------------------------------- |
---|
| 68 | void main(void) |
---|
| 69 | { |
---|
| 70 | vec4 worldPos; |
---|
| 71 | vec3 worldNorm; |
---|
| 72 | |
---|
| 73 | #ifdef ST_DUAL_QUATERNION |
---|
| 74 | mat2x4 blendDQ; |
---|
| 75 | blendDQ[0] = texture( matrixTexture, vec2(uv1.x, 0.0) + uv2.xy ); |
---|
| 76 | blendDQ[1] = texture( matrixTexture, vec2(uv1.y, 0.0) + uv2.xy ); |
---|
| 77 | #ifdef BONE_TWO_WEIGHTS |
---|
| 78 | mat2x4 blendDQ2; |
---|
| 79 | blendDQ2[0] = texture( matrixTexture, vec2(uv1.z, 0.0) + uv2.xy ); |
---|
| 80 | blendDQ2[1] = texture( matrixTexture, vec2(uv1.w, 0.0) + uv2.xy ); |
---|
| 81 | |
---|
| 82 | //Accurate antipodality handling. For speed increase, remove the following line |
---|
| 83 | if (dot(blendDQ[0], blendDQ2[0]) < 0.0) blendDQ2 *= -1.0; |
---|
| 84 | |
---|
| 85 | //Blend the dual quaternions based on the weights |
---|
| 86 | blendDQ *= blendWeights.x; |
---|
| 87 | blendDQ += blendWeights.y*blendDQ2; |
---|
| 88 | //Normalize the resultant dual quaternion |
---|
| 89 | blendDQ /= length(blendDQ[0]); |
---|
| 90 | #endif |
---|
| 91 | worldPos = vec4(calculateBlendPosition(vertex.xyz, blendDQ), 1.0); |
---|
| 92 | worldNorm = calculateBlendNormal(normal, blendDQ); |
---|
| 93 | #else |
---|
| 94 | mat4 worldMatrix; |
---|
| 95 | worldMatrix[0] = texture( matrixTexture, uv1.xw + uv2.xy ); |
---|
| 96 | worldMatrix[1] = texture( matrixTexture, uv1.yw + uv2.xy ); |
---|
| 97 | worldMatrix[2] = texture( matrixTexture, uv1.zw + uv2.xy ); |
---|
| 98 | worldMatrix[3] = vec4( 0, 0, 0, 1 ); |
---|
| 99 | |
---|
| 100 | worldPos = vertex * worldMatrix; |
---|
| 101 | worldNorm = normal * mat3(worldMatrix); |
---|
| 102 | #endif |
---|
| 103 | |
---|
| 104 | #if BONE_MATRIX_LUT |
---|
| 105 | mat4 worldCompMatrix; |
---|
| 106 | worldCompMatrix[0] = uv3; |
---|
| 107 | worldCompMatrix[1] = uv4; |
---|
| 108 | worldCompMatrix[2] = uv5; |
---|
| 109 | worldCompMatrix[3] = vec4( 0, 0, 0, 1 ); |
---|
| 110 | |
---|
| 111 | worldPos = worldPos * worldCompMatrix; |
---|
| 112 | worldNorm = worldNorm * mat3(worldCompMatrix); |
---|
| 113 | #endif |
---|
| 114 | |
---|
| 115 | //Transform the position |
---|
| 116 | gl_Position = viewProjMatrix * worldPos; |
---|
| 117 | |
---|
| 118 | #if DEPTH_SHADOWCASTER |
---|
| 119 | depth.x = (gl_Position.z - depthRange.x) * depthRange.w; |
---|
| 120 | depth.y = depthRange.w; |
---|
| 121 | #else |
---|
| 122 | _uv0 = uv0.xy; |
---|
| 123 | oNormal = worldNorm; |
---|
| 124 | oVPos = worldPos.xyz; |
---|
| 125 | |
---|
| 126 | #if DEPTH_SHADOWRECEIVER |
---|
| 127 | oLightSpacePos = texViewProjMatrix * worldPos; |
---|
| 128 | oLightSpacePos.z = (oLightSpacePos.z - depthRange.x) * depthRange.w; |
---|
| 129 | #endif |
---|
| 130 | #endif |
---|
| 131 | } |
---|