159 lines
3.9 KiB
GLSL
159 lines
3.9 KiB
GLSL
#version 450
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#ifdef GL_ES
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precision highp float;
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#endif
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#include "../compiled.glsl"
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in vec3 pos;
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in vec3 nor;
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#ifdef _BaseTex
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in vec2 tex;
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#endif
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#ifdef _VCols
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in vec3 col;
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#endif
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#ifdef _NorTex
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in vec3 tan;
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#endif
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#ifdef _Skinning
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in vec4 bone;
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in vec4 weight;
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#endif
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#ifdef _Instancing
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in vec3 off;
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#endif
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uniform mat4 W;
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uniform mat4 N;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 WVP;
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uniform mat4 LWVP;
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uniform vec4 baseCol;
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uniform vec3 eye;
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#ifdef _Skinning
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uniform float skinBones[skinMaxBones * 8];
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#endif
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out vec3 position;
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#ifdef _Tex
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out vec2 texCoord;
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#endif
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out vec4 lPos;
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out vec4 matColor;
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out vec3 eyeDir;
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#ifdef _NorTex
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out mat3 TBN;
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#else
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out vec3 normal;
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#endif
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#ifdef _Skinning
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void getSkinningDualQuat(vec4 weights, out vec4 A, inout vec4 B) {
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// Retrieve the real and dual part of the dual-quaternions
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mat4 matA, matB;
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matA[0][0] = skinBones[int(bone.x) * 8 + 0];
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matA[0][1] = skinBones[int(bone.x) * 8 + 1];
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matA[0][2] = skinBones[int(bone.x) * 8 + 2];
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matA[0][3] = skinBones[int(bone.x) * 8 + 3];
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matB[0][0] = skinBones[int(bone.x) * 8 + 4];
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matB[0][1] = skinBones[int(bone.x) * 8 + 5];
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matB[0][2] = skinBones[int(bone.x) * 8 + 6];
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matB[0][3] = skinBones[int(bone.x) * 8 + 7];
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matA[1][0] = skinBones[int(bone.y) * 8 + 0];
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matA[1][1] = skinBones[int(bone.y) * 8 + 1];
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matA[1][2] = skinBones[int(bone.y) * 8 + 2];
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matA[1][3] = skinBones[int(bone.y) * 8 + 3];
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matB[1][0] = skinBones[int(bone.y) * 8 + 4];
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matB[1][1] = skinBones[int(bone.y) * 8 + 5];
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matB[1][2] = skinBones[int(bone.y) * 8 + 6];
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matB[1][3] = skinBones[int(bone.y) * 8 + 7];
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matA[2][0] = skinBones[int(bone.z) * 8 + 0];
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matA[2][1] = skinBones[int(bone.z) * 8 + 1];
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matA[2][2] = skinBones[int(bone.z) * 8 + 2];
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matA[2][3] = skinBones[int(bone.z) * 8 + 3];
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matB[2][0] = skinBones[int(bone.z) * 8 + 4];
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matB[2][1] = skinBones[int(bone.z) * 8 + 5];
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matB[2][2] = skinBones[int(bone.z) * 8 + 6];
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matB[2][3] = skinBones[int(bone.z) * 8 + 7];
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matA[3][0] = skinBones[int(bone.w) * 8 + 0];
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matA[3][1] = skinBones[int(bone.w) * 8 + 1];
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matA[3][2] = skinBones[int(bone.w) * 8 + 2];
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matA[3][3] = skinBones[int(bone.w) * 8 + 3];
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matB[3][0] = skinBones[int(bone.w) * 8 + 4];
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matB[3][1] = skinBones[int(bone.w) * 8 + 5];
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matB[3][2] = skinBones[int(bone.w) * 8 + 6];
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matB[3][3] = skinBones[int(bone.w) * 8 + 7];
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// Handles antipodality by sticking joints in the same neighbourhood
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// weights.xyz *= sign(matA[3] * mat3x4(matA)).xyz;
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weights.xyz *= sign(matA[3] * matA).xyz;
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// Apply weights
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A = matA * weights; // Real part
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B = matB * weights; // Dual part
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// Normalize
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float invNormA = 1.0 / length(A);
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A *= invNormA;
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B *= invNormA;
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}
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#endif
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void main() {
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#ifdef _Instancing
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vec4 sPos = (vec4(pos + off, 1.0));
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#else
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vec4 sPos = (vec4(pos, 1.0));
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#endif
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#ifdef _Skinning
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vec4 skinA;
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vec4 skinB;
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getSkinningDualQuat(weight, skinA, skinB);
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sPos.xyz += 2.0 * cross(skinA.xyz, cross(skinA.xyz, sPos.xyz) + skinA.w * sPos.xyz); // Rotate
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sPos.xyz += 2.0 * (skinA.w * skinB.xyz - skinB.w * skinA.xyz + cross(skinA.xyz, skinB.xyz)); // Translate
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vec3 _normal = normalize(mat3(N) * (nor + 2.0 * cross(skinA.xyz, cross(skinA.xyz, nor) + skinA.w * nor)));
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#else
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vec3 _normal = normalize(mat3(N) * nor);
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#endif
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lPos = LWVP * sPos;
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mat4 WV = V * W;
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#ifdef _Billboard
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// Spherical
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WV[0][0] = 1.0; WV[0][1] = 0.0; WV[0][2] = 0.0;
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WV[1][0] = 0.0; WV[1][1] = 1.0; WV[1][2] = 0.0;
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WV[2][0] = 0.0; WV[2][1] = 0.0; WV[2][2] = 1.0;
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// Cylindrical
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//WV[0][0] = 1.0; WV[0][1] = 0.0; WV[0][2] = 0.0;
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//WV[2][0] = 0.0; WV[2][1] = 0.0; WV[2][2] = 1.0;
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#endif
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// gl_Position = P * WV * sPos;
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gl_Position = WVP * sPos;
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#ifdef _Tex
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texCoord = tex;
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#endif
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matColor = baseCol;
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#ifdef _VCols
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matColor.rgb *= col;
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#endif
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vec3 mPos = vec4(W * sPos).xyz;
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position = mPos;
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eyeDir = eye - mPos;
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#ifdef _NorTex
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vec3 tangent = (mat3(N) * (tan));
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vec3 bitangent = normalize(cross(_normal, tangent));
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TBN = mat3(tangent, bitangent, _normal);
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#else
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normal = _normal;
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#endif
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}
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