implement morph_target.glsl
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@ -1,6 +1,27 @@
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#version 450
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uniform sampler2D morphDataPos;
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uniform sampler2D morphDataNor;
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uniform vec2 morphScaleOffset;
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uniform float morphWeights[32];
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uniform sampler2D morphData;
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uniform float morphWeights[maxMorphTargets];
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void getMorphedVertex(vec2 uvCoord, inout vec3 A){
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for(int i = 0; i<32; i++ )
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{
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vec2 tempCoord = uvCoord;
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tempCoord.y *= i;
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vec3 morph = texture(morphDataPos, tempCoord).rgb * morphScaleOffset.x + morphScaleOffset.y;
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A += morphWeights[i] * morph;
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}
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}
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in vec2 texCoord;
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void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor){
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for(int i = 0; i<32; i++ )
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{
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vec2 tempCoord = uvCoord;
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tempCoord.y *= i;
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vec3 norm = morphWeights[i] + (texture(morphDataNor, tempCoord).rgb * 2.0 - 1.0);
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morphNor += norm;
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}
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morphNor += oldNor;
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morphNor = normalize(morphNor);
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}
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