engine/bin/data/shaders/gltf.stereo.skinned.vert.glsl
2020-11-22 00:00:00 -06:00

70 lines
2.0 KiB
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUv;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in uint inId;
layout (location = 4) in vec4 inJoints;
layout (location = 5) in vec4 inWeights;
layout( push_constant ) uniform PushBlock {
uint pass;
} PushConstant;
struct Matrices {
mat4 model;
mat4 view[2];
mat4 projection[2];
};
layout (binding = 0) uniform UBO {
Matrices matrices;
vec4 color;
} ubo;
layout (std140, binding = 2) buffer Joints {
mat4 joints[];
};
layout (location = 0) noperspective out vec2 outUv;
layout (location = 1) out vec4 outColor;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outPosition;
layout (location = 4) flat out uint outId;
layout (location = 5) out float affine;
out gl_PerVertex {
vec4 gl_Position;
};
vec4 snap(vec4 vertex, vec2 resolution) {
vec4 snappedPos = vertex;
snappedPos.xyz = vertex.xyz / vertex.w;
snappedPos.xy = floor(resolution * snappedPos.xy) / resolution;
snappedPos.xyz *= vertex.w;
return snappedPos;
}
void main() {
outUv = inUv;
outColor = ubo.color;
mat4 skinMat =
inWeights.x * joints[int(inJoints.x)] +
inWeights.y * joints[int(inJoints.y)] +
inWeights.z * joints[int(inJoints.z)] +
inWeights.w * joints[int(inJoints.w)];
outPosition = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * skinMat * vec4(inPos.xyz, 1.0));
outNormal = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inNormal.xyz, 0.0));
outNormal = normalize(outNormal);
outId = inId;
gl_Position = ubo.matrices.projection[PushConstant.pass] * ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * skinMat * vec4(inPos.xyz, 1.0);
// gl_Position = snap( gl_Position, vec2(320.0, 240.0) );
// gl_Position = snap( gl_Position, vec2(480.0, 270.0) );
// gl_Position = snap( gl_Position, vec2(640.0, 480.0) );
affine = 1;
}