199 lines
4.7 KiB
GLSL
199 lines
4.7 KiB
GLSL
#version 330
|
|
|
|
uniform mat4 mtxCam;
|
|
uniform mat4 mtxMdl;
|
|
uniform mat4 sphereMatrix;
|
|
|
|
//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);
|
|
|
|
if (vBone.x != -1.0)
|
|
objPos = skin(objPos.xyz, index);
|
|
|
|
objPos = mtxMdl * vec4(objPos.xyz, 1.0);
|
|
|
|
vec4 position = mtxCam * objPos;
|
|
|
|
normal = vNormal;
|
|
normal = mat3(mtxMdl) * normal.xyz;
|
|
|
|
if(vBone.x != -1.0)
|
|
normal = normalize((skinNRM(normal.xyz, index)).xyz);
|
|
|
|
if (RigidSkinning == 1)
|
|
{
|
|
position = mtxCam * mtxMdl * (bones[index.x] * vec4(vPosition.xyz, 1.0));
|
|
normal = mat3(bones[index.x]) * vNormal.xyz * 1;
|
|
}
|
|
if (NoSkinning == 1)
|
|
{
|
|
position = mtxCam * mtxMdl * (SingleBoneBindTransform * vec4(vPosition.xyz, 1.0));
|
|
normal = mat3(SingleBoneBindTransform) * vNormal.xyz * 1;
|
|
}
|
|
|
|
|
|
gl_Position = position;
|
|
|
|
objectPosition = position.xyz;
|
|
viewNormal = mat3(sphereMatrix) * normal.xyz;
|
|
|
|
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;
|
|
}
|