armory/Shaders/std/morph_target.glsl

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uniform sampler2D morphDataPos;
uniform sampler2D morphDataNor;
uniform vec2 morphScaleOffset;
uniform float morphWeights[32];
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void getMorphedVertex(vec2 uvCoord, inout vec3 A){
for(int i = 0; i<32; i++ )
{
vec2 tempCoord = uvCoord;
tempCoord.y *= i;
vec3 morph = texture(morphDataPos, tempCoord).rgb * morphScaleOffset.x + morphScaleOffset.y;
A += morphWeights[i] * morph;
}
}
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void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor){
for(int i = 0; i<32; i++ )
{
vec2 tempCoord = uvCoord;
tempCoord.y *= i;
vec3 norm = morphWeights[i] + (texture(morphDataNor, tempCoord).rgb * 2.0 - 1.0);
morphNor += norm;
}
morphNor += oldNor;
morphNor = normalize(morphNor);
}