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Switch-Toolbox/Toolbox/Shader/GenericShader.vert

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GLSL
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2019-07-12 21:28:14 +02:00
#version 330
const int MY_ARRAY_SIZE = 200;
in vec3 vPosition;
in vec3 vNormal;
in vec3 vTangent;
in vec3 vBinormal;
in vec2 vUV0;
in vec4 vColor;
in vec4 vBone;
in vec4 vWeight;
in vec2 vUV1;
in vec2 vUV2;
out vec3 objectPosition;
out vec2 f_texcoord0;
out vec2 f_texcoord1;
out vec2 f_texcoord2;
out vec2 f_texcoord3;
out vec3 normal;
out vec4 vertexColor;
out vec3 position;
out vec3 tangent;
out vec3 binormal;
out vec3 boneWeightsColored;
// Skinning uniforms
uniform mat4 bones[190];
uniform mat4 mtxCam;
uniform mat4 mtxMdl;
uniform mat4 previewScale;
// Bone Weight Display
uniform sampler2D weightRamp1;
uniform sampler2D weightRamp2;
uniform int selectedBoneIndex;
uniform int debugOption;
uniform int NoSkinning;
uniform int RigidSkinning;
uniform int SingleBoneIndex;
//Parameters
uniform float ColorUVScaleU;
uniform float ColorUVScaleV;
uniform float ColorUVTranslateU;
uniform float ColorUVTranslateV;
vec4 skin(vec3 pos, ivec4 index)
{
vec4 newPosition = vec4(pos.xyz, 1.0);
newPosition = bones[index.x] * vec4(pos, 1.0) * vWeight.x;
newPosition += bones[index.y] * vec4(pos, 1.0) * vWeight.y;
newPosition += bones[index.z] * vec4(pos, 1.0) * vWeight.z;
if (vWeight.w < 1) //Necessary. Bones may scale weirdly without
newPosition += bones[index.w] * vec4(pos, 1.0) * vWeight.w;
return newPosition;
}
vec3 skinNRM(vec3 nr, ivec4 index)
{
vec3 newNormal = vec3(0);
newNormal = mat3(bones[index.x]) * nr * vWeight.x;
newNormal += mat3(bones[index.y]) * nr * vWeight.y;
newNormal += mat3(bones[index.z]) * nr * vWeight.z;
newNormal += mat3(bones[index.w]) * nr * vWeight.w;
return newNormal;
}
vec3 BoneWeightColor(float weights)
{
float rampInputLuminance = weights;
rampInputLuminance = clamp((rampInputLuminance), 0.001, 0.999);
if (debugOption == 1) // Greyscale
return vec3(weights);
else if (debugOption == 2) // Color 1
return texture(weightRamp1, vec2(1 - rampInputLuminance, 0.50)).rgb;
else // Color 2
return texture(weightRamp2, vec2(1 - rampInputLuminance, 0.50)).rgb;
}
float BoneWeightDisplay(ivec4 index)
{
float weight = 0;
if (selectedBoneIndex == index.x)
weight += vWeight.x;
if (selectedBoneIndex == index.y)
weight += vWeight.y;
if (selectedBoneIndex == index.z)
weight += vWeight.z;
if (selectedBoneIndex == index.w)
weight += vWeight.w;
if (selectedBoneIndex == index.x && RigidSkinning == 1)
weight = 1;
if (selectedBoneIndex == SingleBoneIndex && NoSkinning == 1)
weight = 1;
return weight;
}
void main()
{
ivec4 index = ivec4(vBone);
vec4 objPos = vec4(vPosition.xyz, 1.0);
if (vBone.x != -1.0)
objPos = skin(objPos.xyz, index);
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if(vBone.x != -1.0)
normal = normalize((skinNRM(vNormal.xyz, index)).xyz);
objPos = mtxMdl * vec4(objPos.xyz, 1.0);
vec4 position = mtxCam * objPos;
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normal = vNormal;
vertexColor = vColor;
f_texcoord0 = vUV0;
f_texcoord1 = vUV1;
f_texcoord2 = vUV2;
tangent = vTangent;
f_texcoord0.x *= ColorUVScaleU + ColorUVTranslateU;
f_texcoord0.y *= ColorUVScaleV + ColorUVTranslateV;
gl_Position = position;
objectPosition = position.xyz;
float totalWeight = BoneWeightDisplay(index);
boneWeightsColored = BoneWeightColor(totalWeight).rgb;
}