v4k-git-backup/engine/art/shaders/vs_323444143_16_3322_model....

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#ifndef MAX_BONES
#define MAX_BONES 110
#endif
uniform mat3x4 vsBoneMatrix[MAX_BONES];
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uniform bool SKINNED; /// set:0
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uniform mat4 M; // RIM
uniform mat4 VP;
uniform mat4 P;
uniform int u_billboard;
#if 0
// Fetch blend channels from all attached blend deformers.
for (size_t di = 0; di < mesh->blend_deformers.count; di++) {
ufbx_blend_deformer *deformer = mesh->blend_deformers.data[di];
for (size_t ci = 0; ci < deformer->channels.count; ci++) {
ufbx_blend_channel *chan = deformer->channels.data[ci];
if (chan->keyframes.count == 0) continue;
if (num_blend_shapes < MAX_BLEND_SHAPES) {
blend_channels[num_blend_shapes] = chan;
vmesh->blend_channel_indices[num_blend_shapes] = (int32_t)chan->typed_id;
num_blend_shapes++;
}
}
}
if (num_blend_shapes > 0) {
vmesh->blend_shape_image = pack_blend_channels_to_image(mesh, blend_channels, num_blend_shapes);
vmesh->num_blend_shapes = num_blend_shapes;
}
ubo.f_num_blend_shapes = (float)mesh->num_blend_shapes;
for (size_t i = 0; i < mesh->num_blend_shapes; i++) {
ubo.blend_weights[i] = view->scene.blend_channels[mesh->blend_channel_indices[i]].weight;
}
sg_image blend_shapes = mesh->num_blend_shapes > 0 ? mesh->blend_shape_image : view->empty_blend_shape_image;
#endif
// for blendshapes
#ifndef MAX_BLENDSHAPES
#define MAX_BLENDSHAPES 16
#endif
uniform vec4 blend_weights[MAX_BLENDSHAPES]; // @todo: implement me
uniform float f_num_blend_shapes; // @todo: implement me
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uniform MEDIUMP sampler2DArray blend_shapes; // @todo: implement me
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in vec3 att_position; // @todo: reorder ass2iqe to emit p3 n3 u2 t3 b3 c4B i4 w4 instead
in vec2 att_texcoord;
in vec3 att_normal;
in vec4 att_tangent; // vec3 + bi sign
in mat4 att_instanced_matrix; // for instanced rendering
in vec4 att_indexes; // @fixme: gles might use ivec4 instead?
in vec4 att_weights; // @todo: downgrade from float to byte
in float att_vertexindex; // for blendshapes
in vec4 att_color;
in vec3 att_bitangent; // @todo: remove? also, ass2iqe might output this
in vec2 att_texcoord2;
out vec4 v_color;
out vec3 v_position, v_position_ws;
out vec3 v_normal, v_normal_ws;
out vec2 v_texcoord, v_texcoord2;
out vec3 v_tangent;
out vec3 v_binormal;
out vec3 v_viewpos;
out vec3 v_to_camera;
// shadow
uniform mat4 model, view, inv_view;
uniform mat4 cameraToShadowProjector;
out vec4 vneye;
out vec4 vpeye;
out vec4 sc;
void do_shadow() {
vneye = view * model * vec4(att_normal, 0.0f);
vpeye = view * model * vec4(att_position, 1.0);
sc = cameraToShadowProjector * model * vec4(att_position, 1.0f);
}
// blendshapes
vec3 evaluate_blend_shape(int vertex_index) {
ivec2 coord = ivec2(vertex_index & (2048 - 1), vertex_index >> 11);
int num_blend_shapes = int(f_num_blend_shapes);
vec3 offset = vec3(0.0);
for (int i = 0; i < num_blend_shapes; i++) {
vec4 packedw = blend_weights[i >> 2];
float weight = packedw[i & 3];
offset += weight * texelFetch(blend_shapes, ivec3(coord, i), 0).xyz;
}
return offset;
}
void main() {
vec3 objPos;
if(!SKINNED) {
objPos = att_position;
v_normal = att_normal;
} else {
mat3x4 m = vsBoneMatrix[int(att_indexes.x)] * att_weights.x;
m += vsBoneMatrix[int(att_indexes.y)] * att_weights.y;
m += vsBoneMatrix[int(att_indexes.z)] * att_weights.z;
m += vsBoneMatrix[int(att_indexes.w)] * att_weights.w;
objPos = vec4(att_position, 1.0) * m;
// blendshapes
// objPos += evaluate_blend_shape(int(att_vertexindex));
v_normal = vec4(att_normal, 0.0) * m;
//@todo: tangents
}
// vec3 tangent = att_tangent.xyz;
// vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;
v_normal_ws = normalize(vec3(att_instanced_matrix * vec4(v_normal, 0.))); // normal to world/model space
v_normal = normalize(v_normal);
v_position = att_position;
v_texcoord = att_texcoord;
v_texcoord2 = att_texcoord2;
v_color = att_color;
mat4 modelView = view * att_instanced_matrix;
mat4 l_model = att_instanced_matrix;
v_position_ws = (l_model * vec4( objPos, 1.0 )).xyz;
if(u_billboard > 0) {
vec3 cameraPosition = -transpose(mat3(view)) * view[3].xyz;
vec3 lookDir = normalize(cameraPosition - v_position_ws);
vec3 up = vec3(modelView[0][1], modelView[1][1], modelView[2][1]);
vec3 right = normalize(cross(up, lookDir));
up = cross(lookDir, right);
vec3 scale;
scale.x = length(vec3(l_model[0]));
scale.y = length(vec3(l_model[1]));
scale.z = length(vec3(l_model[2]));
// scale.x *= sign(l_model[0][0]);
// scale.y *= sign(l_model[1][1]);
// scale.z *= sign(l_model[2][2]);
mat4 billboardRotation = mat4(
vec4(right * scale.x, 0.0),
vec4(-up * scale.y, 0.0),
vec4(-lookDir * scale.z, 0.0),
vec4(0.0, 0.0, 0.0, 1.0)
);
if((u_billboard & 0x4) != 0) l_model[0] = billboardRotation[0];
if((u_billboard & 0x2) != 0) l_model[1] = billboardRotation[1];
if((u_billboard & 0x1) != 0) l_model[2] = billboardRotation[2];
modelView = view * l_model;
}
v_position_ws = (l_model * vec4( objPos, 1.0 )).xyz;
v_tangent = normalize(mat3(att_instanced_matrix) * att_tangent.xyz);
#if 0
// compute tangent T and bitangent B
vec3 Q1 = dFdx(att_position);
vec3 Q2 = dFdy(att_position);
vec2 st1 = dFdx(att_texcoord);
vec2 st2 = dFdy(att_texcoord);
vec3 T = normalize(Q1*st2.t - Q2*st1.t);
vec3 B = normalize(-Q1*st2.s + Q2*st1.s);
vec3 binormal = B;
#else
vec3 binormal = cross(att_normal, att_tangent.xyz) * att_tangent.w;
#endif
v_binormal = normalize(mat3(att_instanced_matrix) * binormal);
vec4 finalPos = modelView * vec4( objPos, 1.0 );
vec3 to_camera = normalize( -finalPos.xyz );
v_to_camera = mat3( inv_view ) * to_camera;
gl_Position = P * finalPos;
do_shadow();
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}