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- uniform int layer;
- #ifdef GL_ES
- uniform sampler2D skinning_tex;
- #else
- uniform samplerBuffer skinning_tex;
- #endif
- layout(location = 0) in vec3 i_position;
- layout(location = 3) in vec2 i_uv;
- layout(location = 6) in ivec4 i_joint;
- layout(location = 7) in vec4 i_weight;
- layout(location = 8) in vec3 i_origin;
- layout(location = 9) in vec4 i_rotation;
- layout(location = 10) in vec4 i_scale;
- layout(location = 12) in ivec2 i_misc_data;
- #stk_include "utils/get_world_location.vert"
- out vec2 uv;
- void main()
- {
- vec4 idle_position = vec4(i_position, 1.0);
- vec4 skinned_position = vec4(0.0);
- int skinning_offset = i_misc_data.x;
- #ifdef GL_ES
- mat4 joint_matrix =
- i_weight[0] * mat4(
- texelFetch(skinning_tex, ivec2(0, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
- texelFetch(skinning_tex, ivec2(1, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
- texelFetch(skinning_tex, ivec2(2, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
- texelFetch(skinning_tex, ivec2(3, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0)) +
- i_weight[1] * mat4(
- texelFetch(skinning_tex, ivec2(0, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
- texelFetch(skinning_tex, ivec2(1, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
- texelFetch(skinning_tex, ivec2(2, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
- texelFetch(skinning_tex, ivec2(3, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0)) +
- i_weight[2] * mat4(
- texelFetch(skinning_tex, ivec2(0, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
- texelFetch(skinning_tex, ivec2(1, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
- texelFetch(skinning_tex, ivec2(2, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
- texelFetch(skinning_tex, ivec2(3, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0)) +
- i_weight[3] * mat4(
- texelFetch(skinning_tex, ivec2(0, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
- texelFetch(skinning_tex, ivec2(1, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
- texelFetch(skinning_tex, ivec2(2, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
- texelFetch(skinning_tex, ivec2(3, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0));
- #else
- mat4 joint_matrix =
- i_weight[0] * mat4(
- texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4),
- texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 1),
- texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 2),
- texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
- i_weight[1] * mat4(
- texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4),
- texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 1),
- texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 2),
- texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
- i_weight[2] * mat4(
- texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4),
- texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 1),
- texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 2),
- texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
- i_weight[3] * mat4(
- texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4),
- texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 1),
- texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 2),
- texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 3));
- #endif
- skinned_position = joint_matrix * idle_position;
- vec4 world_position = getWorldPosition(i_origin, i_rotation, i_scale.xyz,
- skinned_position.xyz);
- uv = i_uv;
- gl_Position = u_shadow_projection_view_matrices[layer] * world_position;
- }
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