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mirror of synced 2024-11-14 19:17:39 +01:00
Switch-Toolbox/Toolbox/Shader/Bfres/BFRES.vert
2019-05-30 19:12:38 -04:00

200 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;
}