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source: data/branches/Shader_HS18/programs/GLSL120/ShaderInstancing.vert @ 12115

Last change on this file since 12115 was 12115, checked in by wiesep, 5 years ago

Changed folder structure, deletet some unused files and cleaned up code

File size: 3.2 KB
Line 
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
8attribute vec4 vertex;
9attribute vec3 normal;
10attribute vec3 tangent;
11attribute vec4 uv0;
12attribute vec4 blendIndices;
13attribute vec4 blendWeights;
14
15//Parameters
16uniform mat4 viewProjMatrix;
17//uniform mat4x3 worldMatrix3x4Array[80];
18#ifdef ST_DUAL_QUATERNION
19uniform vec4 worldDualQuaternion2x4Array[240];
20#else
21uniform vec4 worldMatrix3x4Array[240]; //240 = 80*3
22#endif
23
24
25#if (DEPTH_SHADOWCASTER || DEPTH_SHADOWRECEIVER)
26uniform vec4 depthRange;
27#endif
28
29#if DEPTH_SHADOWRECEIVER
30uniform mat4 texViewProjMatrix;
31#endif
32
33//Output
34#if DEPTH_SHADOWCASTER
35        varying vec2 depth;
36#else
37        varying vec2 _uv0;
38        varying vec3 oNormal;
39        varying vec3 oVPos;
40        #if DEPTH_SHADOWRECEIVER
41                varying vec4 oLightSpacePos;
42        #endif
43#endif
44
45vec3 calculateBlendPosition(vec3 position, mat2x4 blendDQ)
46{
47        vec3 blendPosition = position + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, position) + blendDQ[0].x*position);
48        vec3 trans = 2.0*(blendDQ[0].x*blendDQ[1].yzw - blendDQ[1].x*blendDQ[0].yzw + cross(blendDQ[0].yzw, blendDQ[1].yzw));
49        blendPosition += trans;
50
51        return blendPosition;
52}
53
54vec3 calculateBlendNormal(vec3 normal, mat2x4 blendDQ)
55{
56        return normal + 2.0*cross(blendDQ[0].yzw, cross(blendDQ[0].yzw, normal) + blendDQ[0].x*normal);
57}
58
59//---------------------------------------------
60//Main Vertex Shader
61//---------------------------------------------
62void main(void)
63{
64vec4 worldPos;
65vec3 worldNorm;
66
67#ifdef ST_DUAL_QUATERNION
68        int idx = int(blendIndices[0]) * 2;
69        mat2x4 blendDQ;
70        blendDQ[0] = worldDualQuaternion2x4Array[idx];
71        blendDQ[1] = worldDualQuaternion2x4Array[idx + 1];
72#ifdef BONE_TWO_WEIGHTS
73        int idx2 = int(blendIndices[1]) * 2;
74        mat2x4 blendDQ2;
75        blendDQ2[0] = worldDualQuaternion2x4Array[idx2];
76        blendDQ2[1] = worldDualQuaternion2x4Array[idx2 + 1];
77
78        //Accurate antipodality handling. For speed increase, remove the following line
79        if (dot(blendDQ[0], blendDQ2[0]) < 0.0) blendDQ2 *= -1.0;
80       
81        //Blend the dual quaternions based on the weights
82        blendDQ *= blendWeights.x;
83        blendDQ += blendWeights.y*blendDQ2;
84        //Normalize the resultant dual quaternion
85        blendDQ /= length(blendDQ[0]);
86#endif
87        worldPos = vec4(calculateBlendPosition(vertex.xyz, blendDQ), 1.0);
88        worldNorm = calculateBlendNormal(normal, blendDQ);
89#else
90        mat4 worldMatrix;
91        int idx = int(blendIndices[0]) * 3;
92        worldMatrix[0] = worldMatrix3x4Array[idx];
93        worldMatrix[1] = worldMatrix3x4Array[idx + 1];
94        worldMatrix[2] = worldMatrix3x4Array[idx + 2];
95        worldMatrix[3] = vec4( 0, 0, 0, 1 );
96
97        worldPos                = vertex * worldMatrix;
98        worldNorm               = normal * mat3(worldMatrix);
99#endif
100
101        //Transform the position
102        gl_Position                     = viewProjMatrix * worldPos;
103
104#if DEPTH_SHADOWCASTER
105        depth.x                         = (gl_Position.z - depthRange.x) * depthRange.w;
106        depth.y                         = depthRange.w;
107#else
108        _uv0            = uv0.xy;
109        oNormal         = worldNorm;
110        oVPos           = worldPos.xyz;
111
112        #if DEPTH_SHADOWRECEIVER
113                oLightSpacePos          = texViewProjMatrix * worldPos;
114                oLightSpacePos.z        = (oLightSpacePos.z - depthRange.x) * depthRange.w;
115        #endif
116#endif
117}
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