#version 330 uniform mat4 mtxCam; uniform mat4 mtxMdl; uniform mat4 sphereMatrix; uniform mat4 previewScale; //This may not be correct, however any SRT used with this flag is used for special effects not supported yet! uniform float fuv1_mtx; in vec3 vPosition; in vec3 vNormal; in vec3 vTangent; in vec3 vBitangent; in vec2 vUV0; in vec4 vColor; in vec4 vBone; in vec4 vWeight; in vec2 vUV1; in vec2 vUV2; in vec3 vPosition2; in vec3 vPosition3; out vec2 f_texcoord0; out vec2 f_texcoord1; out vec2 f_texcoord2; out vec2 f_texcoord3; out vec3 objectPosition; out vec3 normal; out vec3 viewNormal; out vec4 vertexColor; out vec3 tangent; out vec3 bitangent; out vec3 boneWeightsColored; uniform vec2 SRT_Scale; uniform float SRT_Rotate; uniform vec2 SRT_Translate; // Bone Weight Display uniform sampler2D weightRamp1; uniform sampler2D weightRamp2; uniform int selectedBoneIndex; uniform int debugOption; // Shader Options uniform vec4 gsys_bake_st0; uniform vec4 gsys_bake_st1; uniform int boneIds[190]; // Skinning uniforms uniform mat4 bones[190]; //Meshes have a bone index and will use their transform depending on skin influence amount uniform int SingleBoneIndex; uniform mat4 SingleBoneBindTransform; uniform int NoSkinning; uniform int RigidSkinning; 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 == boneIds[index.x]) weight += vWeight.x; if (selectedBoneIndex == boneIds[index.y]) weight += vWeight.y; if (selectedBoneIndex == boneIds[index.z]) weight += vWeight.z; if (selectedBoneIndex == boneIds[index.w]) weight += vWeight.w; if (selectedBoneIndex == boneIds[index.x] && RigidSkinning == 1) weight = 1; if (selectedBoneIndex == SingleBoneIndex && NoSkinning == 1) weight = 1; return weight; } vec2 rotateUV(vec2 uv, float rotation) { float mid = 0.5; return vec2( cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid, cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid ); } void main() { ivec4 index = ivec4(vBone); vec4 objPos = vec4(vPosition.xyz, 1.0); objectPosition = vPosition.xyz; if (vBone.x != -1.0) objPos = skin(vPosition, index); vec4 position = mtxCam * mtxMdl * previewScale * vec4(objPos.xyz, 1.0); normal = vNormal; viewNormal = mat3(sphereMatrix) * normal.xyz; if(vBone.x != -1.0) normal = normalize((skinNRM(vNormal.xyz, index)).xyz); if (RigidSkinning == 1) { position = mtxCam * mtxMdl * previewScale * (bones[index.x] * vec4(vPosition, 1.0)); normal = mat3(bones[index.x]) * vNormal.xyz * 1; } if (NoSkinning == 1) { position = mtxCam * mtxMdl * previewScale * (SingleBoneBindTransform * vec4(vPosition, 1.0)); normal = mat3(SingleBoneBindTransform) * vNormal.xyz * 1; //normal = normalize(normal); } gl_Position =position; f_texcoord0 = vUV0; vec4 sampler2 = gsys_bake_st0; vec4 sampler3 = gsys_bake_st1; if (sampler2.x != 0 && sampler2.y != 0) f_texcoord1 = vec2((vUV1 * sampler2.xy) + sampler2.zw); else f_texcoord1 = vec2((vUV1 * vec2(1)) + sampler2.zw); if (sampler3.x != 0 && sampler3.y != 0) f_texcoord2 = vec2((vUV1 * sampler3.xy) + sampler3.zw); else f_texcoord2 = vec2((vUV1 * vec2(1)) + sampler3.zw); if (fuv1_mtx != 1) { f_texcoord0 = vec2((vUV0 * SRT_Scale.xy) + SRT_Translate.xy); } f_texcoord3 = vUV2; tangent = vTangent; bitangent = vBitangent; vertexColor = vColor; // fragment shader attributes float totalWeight = BoneWeightDisplay(index); boneWeightsColored = BoneWeightColor(totalWeight).rgb; }