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https://github.com/4sval/FModel.git
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72 lines
2.0 KiB
GLSL
72 lines
2.0 KiB
GLSL
#version 460 core
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layout (location = 1) in vec3 vPos;
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layout (location = 2) in vec3 vNormal;
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layout (location = 3) in vec3 vTangent;
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layout (location = 4) in vec2 vTexCoords;
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layout (location = 5) in float vTexLayer;
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layout (location = 6) in vec4 vColor;
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layout (location = 7) in vec4 vBoneIds;
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layout (location = 8) in vec4 vBoneWeights;
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layout (location = 9) in mat4 vInstanceMatrix;
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layout (location = 13) in vec3 vMorphTargetPos;
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layout (location = 14) in vec3 vMorphTargetTangent;
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layout(std430, binding = 1) buffer BoneMatrices
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{
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mat4 uFinalBonesMatrix[];
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};
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uniform mat4 uView;
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uniform mat4 uProjection;
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uniform float uMorphTime;
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out vec3 fPos;
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out vec3 fNormal;
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out vec3 fTangent;
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out vec2 fTexCoords;
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out float fTexLayer;
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out vec4 fColor;
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void main()
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{
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vec4 bindPos = vec4(mix(vPos, vMorphTargetPos, uMorphTime), 1.0);
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vec4 bindNormal = vec4(vNormal, 1.0);
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vec4 bindTangent = vec4(mix(vTangent, vMorphTargetTangent, uMorphTime), 1.0);
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vec4 finalPos = vec4(0.0);
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vec4 finalNormal = vec4(0.0);
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vec4 finalTangent = vec4(0.0);
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if (vBoneIds != vBoneWeights)
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{
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for(int i = 0 ; i < 4; i++)
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{
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int boneIndex = int(vBoneIds[i]);
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if(boneIndex < 0) break;
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mat4 boneMatrix = uFinalBonesMatrix[boneIndex];
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mat4 inverseBoneMatrix = transpose(inverse(boneMatrix));
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float weight = vBoneWeights[i];
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finalPos += boneMatrix * bindPos * weight;
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finalNormal += inverseBoneMatrix * bindNormal * weight;
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finalTangent += inverseBoneMatrix * bindTangent * weight;
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}
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}
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else
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{
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finalPos = bindPos;
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finalNormal = bindNormal;
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finalTangent = bindTangent;
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}
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gl_Position = uProjection * uView * vInstanceMatrix * finalPos;
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fPos = vec3(vInstanceMatrix * finalPos);
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fNormal = vec3(transpose(inverse(vInstanceMatrix)) * finalNormal);
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fTangent = vec3(transpose(inverse(vInstanceMatrix)) * finalTangent);
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fTexCoords = vTexCoords;
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fTexLayer = vTexLayer;
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fColor = vColor;
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}
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