mirror of
https://github.com/4sval/FModel.git
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54 lines
1.4 KiB
GLSL
54 lines
1.4 KiB
GLSL
#version 460 core
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layout (location = 1) in vec3 vPos;
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layout (location = 7) in vec4 vBoneInfluence;
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layout (location = 8) in vec4 vBoneInfluenceExtra;
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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(std430, binding = 1) buffer BoneMatrices
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{
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mat4 uFinalBonesMatrix[];
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};
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layout(std430, binding = 2) buffer RestBoneMatrices
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{
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mat4 uRestBonesMatrix[];
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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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uniform bool uIsAnimated;
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vec2 unpackBoneIDsAndWeights(int packedData)
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{
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return vec2(float((packedData >> 16) & 0xFFFF), float(packedData & 0xFFFF));
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}
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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 finalPos = vec4(0.0);
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if (uIsAnimated)
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{
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vec4 boneInfluences[2];
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boneInfluences[0] = vBoneInfluence;
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boneInfluences[1] = vBoneInfluenceExtra;
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for(int i = 0 ; i < 2; i++)
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{
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for(int j = 0; j < 4; j++)
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{
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vec2 boneInfluence = unpackBoneIDsAndWeights(int(boneInfluences[i][j]));
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int boneIndex = int(boneInfluence.x);
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float weight = boneInfluence.y;
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finalPos += uFinalBonesMatrix[boneIndex] * inverse(uRestBonesMatrix[boneIndex]) * bindPos * weight;
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}
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}
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}
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else finalPos = bindPos;
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gl_Position = uProjection * uView * vInstanceMatrix * finalPos;
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}
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