[12115] | 1 | #version 120 |
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| 2 | |
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| 3 | mat2x4 blendTwoWeightsAntipod(vec4 blendWgt, vec4 blendIdx, vec4 dualQuaternions[48]); |
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| 4 | vec3 calculateBlendPosition(vec3 position, mat2x4 blendDQ); |
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| 5 | vec3 calculateBlendNormal(vec3 normal, mat2x4 blendDQ); |
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| 6 | |
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| 7 | mat3 adjointTransposeMatrix(mat3 M) |
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| 8 | { |
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| 9 | mat3 atM; |
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| 10 | atM[0][0] = M[2][2] * M[1][1] - M[2][1] * M[1][2]; |
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| 11 | atM[1][0] = M[2][1] * M[0][2] - M[0][1] * M[2][2]; |
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| 12 | atM[2][0] = M[0][1] * M[1][2] - M[0][2] * M[1][1]; |
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| 13 | |
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| 14 | atM[0][1] = M[2][0] * M[1][2] - M[2][2] * M[1][0]; |
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| 15 | atM[1][1] = M[2][2] * M[0][0] - M[2][0] * M[0][2]; |
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| 16 | atM[2][1] = M[0][2] * M[1][0] - M[0][0] * M[1][2]; |
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| 17 | |
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| 18 | atM[0][2] = M[2][1] * M[1][0] - M[2][0] * M[1][1]; |
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| 19 | atM[1][2] = M[0][1] * M[2][0] - M[2][1] * M[0][0]; |
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| 20 | atM[2][2] = M[0][0] * M[1][1] - M[0][1] * M[1][0]; |
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| 21 | |
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| 22 | return atM; |
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| 23 | } |
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| 24 | |
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| 25 | uniform vec4 worldDualQuaternion2x4Array[48]; |
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| 26 | uniform vec4 scaleM[72]; |
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| 27 | uniform mat4 viewProjectionMatrix; |
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| 28 | uniform vec4 lightPos[2]; |
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| 29 | uniform vec4 lightDiffuseColour[2]; |
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| 30 | uniform vec4 ambient; |
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| 31 | |
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| 32 | attribute vec4 vertex; |
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| 33 | attribute vec3 normal; |
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| 34 | attribute vec4 blendIndices; |
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| 35 | attribute vec4 blendWeights; |
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| 36 | attribute vec4 uv0; |
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| 37 | |
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| 38 | void main() |
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| 39 | { |
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| 40 | //First phase - applies scaling and shearing: |
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| 41 | int blendIndicesX = int(blendIndices.x) * 3; |
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| 42 | int blendIndicesY = int(blendIndices.y) * 3; |
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| 43 | |
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| 44 | mat3x4 blendS = blendWeights.x*mat3x4(scaleM[blendIndicesX], |
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| 45 | scaleM[blendIndicesX + 1], scaleM[blendIndicesX + 2]); |
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| 46 | |
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| 47 | blendS += blendWeights.y*mat3x4(scaleM[blendIndicesY], scaleM[blendIndicesY + 1], scaleM[blendIndicesY + 2]); |
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| 48 | |
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| 49 | mat4x3 blendF = transpose(blendS); |
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| 50 | |
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| 51 | vec3 pass1_position = blendF * vertex; |
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| 52 | |
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| 53 | mat3x3 blendSrotAT = adjointTransposeMatrix(mat3x3(blendF)); |
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| 54 | vec3 pass1_normal = normalize(blendSrotAT * normal); |
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| 55 | |
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| 56 | //Second phase |
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| 57 | mat2x4 blendDQ = blendTwoWeightsAntipod(blendWeights, blendIndices, worldDualQuaternion2x4Array); |
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| 58 | |
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| 59 | blendDQ /= length(blendDQ[0]); |
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| 60 | |
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| 61 | vec3 blendPosition = calculateBlendPosition(pass1_position, blendDQ); |
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| 62 | |
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| 63 | //No need to normalize, the magnitude of the normal is preserved because only rotation is performed |
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| 64 | vec3 blendNormal = calculateBlendNormal(pass1_normal, blendDQ); |
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| 65 | |
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| 66 | gl_Position = viewProjectionMatrix * vec4(blendPosition, 1.0); |
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| 67 | |
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| 68 | // Lighting - support point and directional |
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| 69 | vec3 lightDir0 = normalize(lightPos[0].xyz - (blendPosition * lightPos[0].w)); |
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| 70 | vec3 lightDir1 = normalize(lightPos[1].xyz - (blendPosition * lightPos[1].w)); |
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| 71 | |
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| 72 | gl_TexCoord[0] = uv0; |
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| 73 | |
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| 74 | gl_FrontColor = gl_FrontMaterial.diffuse * (ambient + (clamp(dot(lightDir0, blendNormal), 0.0, 1.0) * lightDiffuseColour[0]) + |
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| 75 | (clamp(dot(lightDir1, blendNormal), 0.0, 1.0) * lightDiffuseColour[1])); |
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| 76 | } |
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| 77 | |
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