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Switch-Toolbox/Toolbox/Shader/Bfres/Normals.vert
2019-05-16 16:45:39 -04:00

82 lines
1.8 KiB
GLSL

#version 330 core
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 VS_OUT {
vec3 normal;
} vs_out;
uniform mat4 mtxProj;
uniform mat4 mtxCam;
uniform mat4 mtxMdl;
uniform mat4 camMtx;
// Skinning uniforms
uniform mat4 bones[200];
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;
}
void main()
{
ivec4 index = ivec4(vBone);
vec3 normal = vNormal;
vec4 objPos = vec4(vPosition.xyz, 1.0);
if (vBone.x != -1.0)
objPos = skin(vPosition, index);
if(vBone.x != -1.0)
normal = normalize((skinNRM(vNormal.xyz, index)).xyz);
if (RigidSkinning == 1)
{
objPos = (bones[index.x] * vec4(vPosition, 1.0));
normal = vNormal;
normal = mat3(bones[index.x]) * vNormal.xyz * 1;
}
normal = normalize(mat3(mtxMdl) * normal.xyz);
gl_Position = mtxCam * mtxMdl * vec4(objPos.xyz, 1.0);
mat3 normalMatrix = mat3(transpose(inverse(camMtx * mtxMdl)));
vs_out.normal = normalize(vec3(mtxProj * vec4(normalMatrix * normal, 0.0)));
}