[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 | attribute vec3 tangent; |
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| 11 | attribute vec4 uv0; |
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| 12 | attribute vec4 blendIndices; |
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| 13 | attribute vec4 blendWeights; |
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| 14 | |
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| 15 | //Parameters |
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| 16 | uniform mat4 viewProjMatrix; |
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| 17 | //uniform mat4x3 worldMatrix3x4Array[80]; |
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| 18 | #ifdef ST_DUAL_QUATERNION |
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| 19 | uniform vec4 worldDualQuaternion2x4Array[240]; |
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| 20 | #else |
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| 21 | uniform vec4 worldMatrix3x4Array[240]; //240 = 80*3 |
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| 22 | #endif |
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| 23 | |
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| 24 | |
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| 25 | #if (DEPTH_SHADOWCASTER || DEPTH_SHADOWRECEIVER) |
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| 26 | uniform vec4 depthRange; |
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| 27 | #endif |
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| 28 | |
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| 29 | #if DEPTH_SHADOWRECEIVER |
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| 30 | uniform mat4 texViewProjMatrix; |
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| 31 | #endif |
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| 32 | |
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| 33 | //Output |
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| 34 | #if DEPTH_SHADOWCASTER |
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| 35 | varying vec2 depth; |
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| 36 | #else |
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| 37 | varying vec2 _uv0; |
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| 38 | varying vec3 oNormal; |
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| 39 | varying vec3 oVPos; |
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| 40 | #if DEPTH_SHADOWRECEIVER |
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| 41 | varying vec4 oLightSpacePos; |
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| 42 | #endif |
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| 43 | #endif |
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| 44 | |
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| 45 | vec3 calculateBlendPosition(vec3 position, mat2x4 blendDQ) |
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| 46 | { |
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| 47 | vec3 blendPosition = position + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, position) + blendDQ[0].x*position); |
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| 48 | 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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| 49 | blendPosition += trans; |
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| 50 | |
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| 51 | return blendPosition; |
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| 52 | } |
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| 53 | |
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| 54 | vec3 calculateBlendNormal(vec3 normal, mat2x4 blendDQ) |
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| 55 | { |
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| 56 | return normal + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, normal) + blendDQ[0].x*normal); |
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| 57 | } |
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| 58 | |
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| 59 | //--------------------------------------------- |
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| 60 | //Main Vertex Shader |
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| 61 | //--------------------------------------------- |
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| 62 | void main(void) |
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| 63 | { |
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| 64 | vec4 worldPos; |
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| 65 | vec3 worldNorm; |
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| 66 | |
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| 67 | #ifdef ST_DUAL_QUATERNION |
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| 68 | int idx = int(blendIndices[0]) * 2; |
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| 69 | mat2x4 blendDQ; |
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| 70 | blendDQ[0] = worldDualQuaternion2x4Array[idx]; |
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| 71 | blendDQ[1] = worldDualQuaternion2x4Array[idx + 1]; |
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| 72 | #ifdef BONE_TWO_WEIGHTS |
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| 73 | int idx2 = int(blendIndices[1]) * 2; |
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| 74 | mat2x4 blendDQ2; |
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| 75 | blendDQ2[0] = worldDualQuaternion2x4Array[idx2]; |
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| 76 | blendDQ2[1] = worldDualQuaternion2x4Array[idx2 + 1]; |
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| 77 | |
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| 78 | //Accurate antipodality handling. For speed increase, remove the following line |
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| 79 | if (dot(blendDQ[0], blendDQ2[0]) < 0.0) blendDQ2 *= -1.0; |
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| 80 | |
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| 81 | //Blend the dual quaternions based on the weights |
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| 82 | blendDQ *= blendWeights.x; |
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| 83 | blendDQ += blendWeights.y*blendDQ2; |
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| 84 | //Normalize the resultant dual quaternion |
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| 85 | blendDQ /= length(blendDQ[0]); |
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| 86 | #endif |
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| 87 | worldPos = vec4(calculateBlendPosition(vertex.xyz, blendDQ), 1.0); |
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| 88 | worldNorm = calculateBlendNormal(normal, blendDQ); |
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| 89 | #else |
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| 90 | mat4 worldMatrix; |
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| 91 | int idx = int(blendIndices[0]) * 3; |
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| 92 | worldMatrix[0] = worldMatrix3x4Array[idx]; |
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| 93 | worldMatrix[1] = worldMatrix3x4Array[idx + 1]; |
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| 94 | worldMatrix[2] = worldMatrix3x4Array[idx + 2]; |
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| 95 | worldMatrix[3] = vec4( 0, 0, 0, 1 ); |
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| 96 | |
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| 97 | worldPos = vertex * worldMatrix; |
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| 98 | worldNorm = normal * mat3(worldMatrix); |
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| 99 | #endif |
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| 100 | |
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| 101 | //Transform the position |
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| 102 | gl_Position = viewProjMatrix * worldPos; |
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| 103 | |
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| 104 | #if DEPTH_SHADOWCASTER |
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| 105 | depth.x = (gl_Position.z - depthRange.x) * depthRange.w; |
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| 106 | depth.y = depthRange.w; |
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| 107 | #else |
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| 108 | _uv0 = uv0.xy; |
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| 109 | oNormal = worldNorm; |
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| 110 | oVPos = worldPos.xyz; |
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| 111 | |
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| 112 | #if DEPTH_SHADOWRECEIVER |
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| 113 | oLightSpacePos = texViewProjMatrix * worldPos; |
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| 114 | oLightSpacePos.z = (oLightSpacePos.z - depthRange.x) * depthRange.w; |
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| 115 | #endif |
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| 116 | #endif |
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| 117 | } |
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