1
0
mirror of synced 2024-12-11 23:36:01 +01:00
Switch-Toolbox/Toolbox/Shader/Bfres/BFRES.vert
KillzXGaming 61550ac786 Alot of Pokemon additions.
Redid gfmdl parser completely. This allows the file to be rebuilt for custom models which will be coming soon.
Textures now load in the gfmdl section to easily edit without touching bntx.
Added a basic material editor (more like a viewer atm) for gfbmdl.
Added a Pokemon viewer (requires game path to be set). This shows icons of all the pokemon and opens the archive they are located in.
Start to parse GFBANIM. Not previewable yet because of rotations breaking. If anyone wants to help though be my guest :)
Basic GFBANIMCFG support. It can be used to view animation file names.
2019-11-26 19:54:59 -05:00

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;
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 = normalize(mat3(bones[index.x]) * vNormal.xyz);
}
if (NoSkinning == 1)
{
position = mtxCam * mtxMdl * (SingleBoneBindTransform * vec4(vPosition.xyz, 1.0));
normal = normalize(mat3(SingleBoneBindTransform) * vNormal.xyz);
}
normal = normalize(mat3(mtxMdl) * normal.xyz);
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;
}