Pixel-Composer/shaders/BBMOD_ShDefaultLightmap/BBMOD_ShDefaultLightmap.vsh
2023-04-23 16:47:33 +02:00

118 lines
3.1 KiB
GLSL

// FIXME: Temporary fix!
precision highp float;
////////////////////////////////////////////////////////////////////////////////
//
// Defines
//
// Maximum number of bones of animated models
#define BBMOD_MAX_BONES 128
// Maximum number of vec4 uniforms for dynamic batch data
#define BBMOD_MAX_BATCH_VEC4S 192
////////////////////////////////////////////////////////////////////////////////
//
// Attributes
//
attribute vec4 in_Position;
attribute vec3 in_Normal;
attribute vec2 in_TextureCoord0;
attribute vec2 in_TextureCoord1;
attribute vec4 in_TangentW;
////////////////////////////////////////////////////////////////////////////////
//
// Uniforms
//
uniform vec2 bbmod_TextureOffset;
uniform vec2 bbmod_TextureScale;
// 1.0 to enable shadows
uniform float bbmod_ShadowmapEnableVS;
// WORLD_VIEW_PROJECTION matrix used when rendering shadowmap
uniform mat4 bbmod_ShadowmapMatrix;
// Offsets vertex position by its normal scaled by this value
uniform float bbmod_ShadowmapNormalOffset;
////////////////////////////////////////////////////////////////////////////////
//
// Varyings
//
varying vec3 v_vVertex;
varying vec2 v_vTexCoord;
varying vec2 v_vTexCoord2;
varying mat3 v_mTBN;
varying vec4 v_vPosition;
varying vec4 v_vPosShadowmap;
varying vec4 v_vEye;
////////////////////////////////////////////////////////////////////////////////
//
// Includes
//
/// @desc Transforms vertex and normal by animation and/or batch data.
///
/// @param vertex Variable to hold the transformed vertex.
/// @param normal Variable to hold the transformed normal.
/// @param tangent Variable to hold the transformed tangent.
/// @param bitangent Variable to hold the transformed bitangent.
void Transform(
inout vec4 vertex,
inout vec3 normal,
inout vec3 tangent,
inout vec3 bitangent)
{
vertex = gm_Matrices[MATRIX_WORLD] * vertex;
normal = normalize((gm_Matrices[MATRIX_WORLD] * vec4(normal, 0.0)).xyz);
tangent = normalize((gm_Matrices[MATRIX_WORLD] * vec4(tangent, 0.0)).xyz);
bitangent = normalize((gm_Matrices[MATRIX_WORLD] * vec4(bitangent, 0.0)).xyz);
}
////////////////////////////////////////////////////////////////////////////////
//
// Main
//
void main()
{
vec4 position = in_Position;
vec3 normal = in_Normal;
vec3 tangent = in_TangentW.xyz;
vec3 bitangent = cross(normal, tangent) * in_TangentW.w;
Transform(position, normal, tangent, bitangent);
vec4 positionWVP = gm_Matrices[MATRIX_PROJECTION] * (gm_Matrices[MATRIX_VIEW] * position);
v_vVertex = position.xyz;
gl_Position = positionWVP;
v_vPosition = positionWVP;
v_vTexCoord = bbmod_TextureOffset + in_TextureCoord0 * bbmod_TextureScale;
v_vTexCoord2 = in_TextureCoord1;
v_vEye.xyz = normalize(-vec3(
gm_Matrices[MATRIX_VIEW][0][2],
gm_Matrices[MATRIX_VIEW][1][2],
gm_Matrices[MATRIX_VIEW][2][2]
));
v_vEye.w = (gm_Matrices[MATRIX_PROJECTION][2][3] == 0.0) ? 1.0 : 0.0;
v_mTBN = mat3(tangent, bitangent, normal);
////////////////////////////////////////////////////////////////////////////
// Vertex position in shadowmap
if (bbmod_ShadowmapEnableVS == 1.0)
{
v_vPosShadowmap = bbmod_ShadowmapMatrix
* vec4(v_vVertex + normal * bbmod_ShadowmapNormalOffset, 1.0);
}
}