1 | #version 150 |
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2 | |
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3 | // Example GLSL program for skinning with two bone weights per vertex |
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4 | |
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5 | in vec4 vertex; |
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6 | in vec3 normal; |
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7 | in vec4 uv0; |
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8 | in vec4 blendIndices; |
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9 | in vec4 blendWeights; |
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10 | |
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11 | // 3x4 matrix, passed as vec4's for compatibility with GL 2.0 |
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12 | // GL 2.0 supports 3x4 matrices |
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13 | // Support 24 bones ie 24*3, but use 72 since our parser can pick that out for sizing |
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14 | uniform vec4 worldMatrix3x4Array[72]; |
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15 | uniform mat4 viewProjectionMatrix; |
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16 | uniform vec4 lightPos[2]; |
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17 | uniform vec4 lightDiffuseColour[2]; |
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18 | uniform vec4 ambient; |
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19 | uniform vec4 diffuse; |
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20 | |
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21 | out vec4 colour; |
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22 | out vec4 uv; |
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23 | |
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24 | void main() |
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25 | { |
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26 | vec3 blendPos = vec3(0.0, 0.0, 0.0); |
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27 | vec3 blendNorm = vec3(0.0, 0.0, 0.0); |
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28 | |
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29 | for (int bone = 0; bone < 2; ++bone) |
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30 | { |
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31 | // perform matrix multiplication manually since no 3x4 matrices |
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32 | // ATI GLSL compiler can't handle indexing an array within an array so calculate the inner index first |
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33 | int idx = int(blendIndices[bone]) * 3; |
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34 | // ATI GLSL compiler can't handle unrolling the loop so do it manually |
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35 | // ATI GLSL has better performance when mat4 is used rather than using individual dot product |
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36 | // There is a bug in ATI mat4 constructor (Cat 7.2) when indexed uniform array elements are used as vec4 parameter so manually assign |
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37 | mat4 worldMatrix; |
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38 | worldMatrix[0] = worldMatrix3x4Array[idx]; |
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39 | worldMatrix[1] = worldMatrix3x4Array[idx + 1]; |
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40 | worldMatrix[2] = worldMatrix3x4Array[idx + 2]; |
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41 | worldMatrix[3] = vec4(0); |
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42 | // now weight this into final |
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43 | float weight = blendWeights[bone]; |
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44 | blendPos += (vertex * worldMatrix).xyz * weight; |
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45 | |
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46 | mat3 worldRotMatrix = mat3(worldMatrix[0].xyz, worldMatrix[1].xyz, worldMatrix[2].xyz); |
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47 | blendNorm += (normal * worldRotMatrix) * weight; |
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48 | } |
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49 | |
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50 | blendNorm = normalize(blendNorm); |
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51 | |
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52 | // apply view / projection to position |
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53 | gl_Position = viewProjectionMatrix * vec4(blendPos, 1.0); |
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54 | |
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55 | // simple vertex lighting model |
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56 | vec3 lightDir0 = normalize( |
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57 | lightPos[0].xyz - (blendPos * lightPos[0].w)); |
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58 | vec3 lightDir1 = normalize( |
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59 | lightPos[1].xyz - (blendPos * lightPos[1].w)); |
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60 | |
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61 | colour = diffuse * (ambient + (clamp(dot(lightDir0, blendNorm), 0.0, 1.0) * lightDiffuseColour[0]) + |
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62 | (clamp(dot(lightDir1, blendNorm), 0.0, 1.0) * lightDiffuseColour[1])); |
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63 | |
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64 | uv = uv0; |
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65 | } |
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