armory/raw/hybrid/overlay.vert.glsl
2016-08-29 09:56:34 +02:00

162 lines
3.9 KiB
GLSL

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