[12115] | 1 | //--------------------------------------------------------------------------- |
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| 2 | //These materials/shaders are part of the NEW InstanceManager implementation |
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| 3 | //Written by Matias N. Goldberg ("dark_sylinc") |
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| 4 | //--------------------------------------------------------------------------- |
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| 5 | #version 120 |
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| 6 | |
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| 7 | //Vertex input |
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| 8 | attribute vec4 vertex; |
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| 9 | attribute vec3 normal; |
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| 10 | |
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| 11 | #ifdef BONE_TWO_WEIGHTS |
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| 12 | attribute vec4 blendWeights; |
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| 13 | #endif |
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| 14 | |
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| 15 | attribute vec4 uv0; |
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| 16 | attribute vec4 uv1; |
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| 17 | attribute vec4 uv2; |
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| 18 | |
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| 19 | #if BONE_MATRIX_LUT |
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| 20 | attribute vec4 uv3; |
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| 21 | attribute vec4 uv4; |
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| 22 | attribute vec4 uv5; |
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| 23 | #endif |
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| 24 | |
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| 25 | attribute vec3 tangent; |
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| 26 | |
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| 27 | //Parameters |
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| 28 | uniform mat4 viewProjMatrix; |
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| 29 | uniform sampler2D matrixTexture; |
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| 30 | |
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| 31 | #if (DEPTH_SHADOWCASTER || DEPTH_SHADOWRECEIVER) |
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| 32 | uniform vec4 depthRange; |
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| 33 | #endif |
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| 34 | |
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| 35 | #if DEPTH_SHADOWRECEIVER |
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| 36 | uniform mat4 texViewProjMatrix; |
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| 37 | #endif |
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| 38 | |
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| 39 | //Output |
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| 40 | #if DEPTH_SHADOWCASTER |
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| 41 | varying vec2 depth; |
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| 42 | #else |
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| 43 | varying vec2 _uv0; |
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| 44 | varying vec3 oNormal; |
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| 45 | varying vec3 oVPos; |
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| 46 | #if DEPTH_SHADOWRECEIVER |
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| 47 | varying vec4 oLightSpacePos; |
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| 48 | #endif |
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| 49 | #endif |
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| 50 | |
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| 51 | vec3 calculateBlendPosition(vec3 position, mat2x4 blendDQ) |
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| 52 | { |
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| 53 | vec3 blendPosition = position + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, position) + blendDQ[0].x*position); |
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| 54 | vec3 trans = 2.0*(blendDQ[0].x*blendDQ[1].yzw - blendDQ[1].x*blendDQ[0].yzw + cross(blendDQ[0].yzw, blendDQ[1].yzw)); |
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| 55 | blendPosition += trans; |
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| 56 | |
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| 57 | return blendPosition; |
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| 58 | } |
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| 59 | |
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| 60 | vec3 calculateBlendNormal(vec3 normal, mat2x4 blendDQ) |
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| 61 | { |
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| 62 | return normal + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, normal) + blendDQ[0].x*normal); |
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| 63 | } |
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| 64 | |
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| 65 | //--------------------------------------------- |
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| 66 | //Main Vertex Shader |
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| 67 | //--------------------------------------------- |
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| 68 | void main(void) |
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| 69 | { |
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| 70 | vec4 worldPos; |
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| 71 | vec3 worldNorm; |
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| 72 | |
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| 73 | #ifdef ST_DUAL_QUATERNION |
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| 74 | mat2x4 blendDQ; |
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| 75 | blendDQ[0] = texture2D( matrixTexture, vec2(uv1.x, 0.0) + uv2.xy ); |
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| 76 | blendDQ[1] = texture2D( matrixTexture, vec2(uv1.y, 0.0) + uv2.xy ); |
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| 77 | #ifdef BONE_TWO_WEIGHTS |
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| 78 | mat2x4 blendDQ2; |
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| 79 | blendDQ2[0] = texture2D( matrixTexture, vec2(uv1.z, 0.0) + uv2.xy ); |
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| 80 | blendDQ2[1] = texture2D( matrixTexture, vec2(uv1.w, 0.0) + uv2.xy ); |
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| 81 | |
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| 82 | //Accurate antipodality handling. For speed increase, remove the following line |
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| 83 | if (dot(blendDQ[0], blendDQ2[0]) < 0.0) blendDQ2 *= -1.0; |
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| 84 | |
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| 85 | //Blend the dual quaternions based on the weights |
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| 86 | blendDQ *= blendWeights.x; |
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| 87 | blendDQ += blendWeights.y*blendDQ2; |
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| 88 | //Normalize the resultant dual quaternion |
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| 89 | blendDQ /= length(blendDQ[0]); |
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| 90 | #endif |
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| 91 | worldPos = vec4(calculateBlendPosition(vertex.xyz, blendDQ), 1.0); |
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| 92 | worldNorm = calculateBlendNormal(normal, blendDQ); |
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| 93 | #else |
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| 94 | mat4 worldMatrix; |
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| 95 | worldMatrix[0] = texture2D( matrixTexture, uv1.xw + uv2.xy ); |
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| 96 | worldMatrix[1] = texture2D( matrixTexture, uv1.yw + uv2.xy ); |
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| 97 | worldMatrix[2] = texture2D( matrixTexture, uv1.zw + uv2.xy ); |
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| 98 | worldMatrix[3] = vec4( 0, 0, 0, 1 ); |
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| 99 | |
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| 100 | worldPos = vertex * worldMatrix; |
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| 101 | worldNorm = normal * mat3(worldMatrix); |
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| 102 | #endif |
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| 103 | |
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| 104 | #if BONE_MATRIX_LUT |
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| 105 | mat4 worldCompMatrix; |
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| 106 | worldCompMatrix[0] = uv3; |
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| 107 | worldCompMatrix[1] = uv4; |
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| 108 | worldCompMatrix[2] = uv5; |
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| 109 | worldCompMatrix[3] = vec4( 0, 0, 0, 1 ); |
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| 110 | |
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| 111 | worldPos = worldPos * worldCompMatrix; |
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| 112 | worldNorm = worldNorm * mat3(worldCompMatrix); |
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| 113 | #endif |
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| 114 | |
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| 115 | //Transform the position |
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| 116 | gl_Position = viewProjMatrix * worldPos; |
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| 117 | |
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| 118 | #if DEPTH_SHADOWCASTER |
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| 119 | depth.x = (gl_Position.z - depthRange.x) * depthRange.w; |
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| 120 | depth.y = depthRange.w; |
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| 121 | #else |
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| 122 | _uv0 = uv0.xy; |
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| 123 | oNormal = worldNorm; |
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| 124 | oVPos = worldPos.xyz; |
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| 125 | |
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| 126 | #if DEPTH_SHADOWRECEIVER |
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| 127 | oLightSpacePos = texViewProjMatrix * worldPos; |
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| 128 | oLightSpacePos.z = (oLightSpacePos.z - depthRange.x) * depthRange.w; |
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| 129 | #endif |
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| 130 | #endif |
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| 131 | } |
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