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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