v4k-git-backup/engine/shaders/vs_323444143_16_332_model.glsl

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#ifndef MAX_BONES
#define MAX_BONES 110
#endif
uniform mat3x4 vsBoneMatrix[MAX_BONES];
uniform bool SKINNED = false;
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// uniform mat4 M; // RIM
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uniform mat4 VP;
#if 0
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// Fetch blend channels from all attached blend deformers.
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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
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// for blendshapes
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#ifndef MAX_BLENDSHAPES
#define MAX_BLENDSHAPES 16
#endif
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uniform vec4 blend_weights[MAX_BLENDSHAPES]; // @todo: implement me
uniform float f_num_blend_shapes; // @todo: implement me
uniform 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
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in vec2 att_texcoord;
in vec3 att_normal;
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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
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in vec4 att_color;
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in vec3 att_bitangent; // @todo: remove? also, ass2iqe might output this
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out vec4 v_color;
out vec3 v_position;
out vec3 v_normal, v_normal_ws;
out vec2 v_texcoord;
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// shadow
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uniform mat4 model, 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);
}
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// blendshapes
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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;
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} 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;
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// blendshapes
// objPos += evaluate_blend_shape(int(att_vertexindex));
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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(model * vec4(v_normal, 0.))); // normal to world/model space
v_normal = normalize(v_normal);
v_position = att_position;
v_texcoord = att_texcoord;
v_color = att_color;
gl_Position = VP * att_instanced_matrix * vec4( objPos, 1.0 );
do_shadow();
}