mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-01-14 08:16:34 +01:00
92 lines
2.3 KiB
GLSL
92 lines
2.3 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 vec4 in_TangentW;
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Uniforms
|
|
//
|
|
|
|
uniform vec2 bbmod_TextureOffset;
|
|
uniform vec2 bbmod_TextureScale;
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Varyings
|
|
//
|
|
varying vec3 v_vVertex;
|
|
|
|
varying vec2 v_vTexCoord;
|
|
varying mat3 v_mTBN;
|
|
varying vec4 v_vPosition;
|
|
|
|
varying vec4 v_vPosShadowmap;
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// 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_mTBN = mat3(tangent, bitangent, normal);
|
|
|
|
}
|