1 | //--------------------------------------------------------------------------- |
---|
2 | //These materials/shaders are part of the NEW InstanceManager implementation |
---|
3 | //Written by Matias N. Goldberg ("dark_sylinc") |
---|
4 | //--------------------------------------------------------------------------- |
---|
5 | #version 120 |
---|
6 | |
---|
7 | //Vertex input |
---|
8 | attribute vec4 vertex; |
---|
9 | attribute vec3 normal; |
---|
10 | |
---|
11 | #ifdef BONE_TWO_WEIGHTS |
---|
12 | attribute vec4 blendWeights; |
---|
13 | #endif |
---|
14 | |
---|
15 | attribute vec4 uv0; |
---|
16 | attribute vec4 uv1; |
---|
17 | attribute vec4 uv2; |
---|
18 | |
---|
19 | #if BONE_MATRIX_LUT |
---|
20 | attribute vec4 uv3; |
---|
21 | attribute vec4 uv4; |
---|
22 | attribute vec4 uv5; |
---|
23 | #endif |
---|
24 | |
---|
25 | attribute 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 | varying vec2 depth; |
---|
42 | #else |
---|
43 | varying vec2 _uv0; |
---|
44 | varying vec3 oNormal; |
---|
45 | varying vec3 oVPos; |
---|
46 | #if DEPTH_SHADOWRECEIVER |
---|
47 | varying 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] = texture2D( matrixTexture, vec2(uv1.x, 0.0) + uv2.xy ); |
---|
76 | blendDQ[1] = texture2D( matrixTexture, vec2(uv1.y, 0.0) + uv2.xy ); |
---|
77 | #ifdef BONE_TWO_WEIGHTS |
---|
78 | mat2x4 blendDQ2; |
---|
79 | blendDQ2[0] = texture2D( matrixTexture, vec2(uv1.z, 0.0) + uv2.xy ); |
---|
80 | blendDQ2[1] = texture2D( 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] = texture2D( matrixTexture, uv1.xw + uv2.xy ); |
---|
96 | worldMatrix[1] = texture2D( matrixTexture, uv1.yw + uv2.xy ); |
---|
97 | worldMatrix[2] = texture2D( 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 | } |
---|