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Switch-Toolbox/Toolbox/Shader/Bcres/BCRES.vert
2019-05-11 19:11:13 -04:00

75 lines
1.5 KiB
GLSL

#version 330
const int MY_ARRAY_SIZE = 200;
in vec3 vPosition;
in vec3 vNormal;
in vec3 vTangent;
in vec2 vUV0;
in vec4 vColor;
in vec4 vBone;
in vec4 vWeight;
in vec2 vUV1;
in vec2 vUV2;
out vec2 f_texcoord0;
out vec2 f_texcoord1;
out vec2 f_texcoord2;
out vec2 f_texcoord3;
out vec3 normal;
out vec4 color;
out vec3 position;
// Skinning uniforms
uniform mat4 bones[190];
uniform mat4 mtxCam;
uniform mat4 mtxMdl;
uniform mat4 previewScale;
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;
}
void main()
{
ivec4 index = ivec4(vBone);
vec4 objPos = vec4(vPosition.xyz, 1.0);
vec4 position = mtxCam * mtxMdl * vec4(objPos.xyz, 1.0);
normal = vNormal;
color = vColor;
position = objPos;
f_texcoord0 = vUV0;
f_texcoord1 = vUV1;
f_texcoord2 = vUV2;
gl_Position = mtxCam * mtxMdl * vec4(vPosition.xyz, 1.0);
vec3 distance = (vPosition.xyz + vec3(5, 5, 5))/2;
}