engine/bin/data/shaders/gltf.skinned.vert.glsl
2021-02-04 00:00:00 -06:00

78 lines
2.3 KiB
GLSL

#version 450
layout (constant_id = 0) const uint PASSES = 6;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUv;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec4 inTangent;
layout (location = 4) in ivec2 inId;
layout (location = 5) in vec4 inJoints;
layout (location = 6) in vec4 inWeights;
layout( push_constant ) uniform PushBlock {
uint pass;
uint draw;
} PushConstant;
struct Matrices {
mat4 model;
mat4 view[PASSES];
mat4 projection[PASSES];
};
layout (binding = 3) uniform UBO {
Matrices matrices;
vec4 color;
} ubo;
layout (std140, binding = 4) readonly buffer Joints {
mat4 joints[];
};
layout (location = 0) out vec2 outUv;
layout (location = 1) out vec4 outColor;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out mat3 outTBN;
layout (location = 6) out vec3 outPosition;
layout (location = 7) out ivec4 outId;
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;
outId = ivec4(inId, PushConstant.pass, PushConstant.draw);
mat4 skinnedMatrix = joints.length() <= 0 ? mat4(1.0) :
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 * skinnedMatrix * vec4(inPos.xyz, 1.0));
outNormal = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inNormal.xyz, 0.0));
outNormal = normalize(outNormal);
{
vec3 T = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inTangent.xyz, 0.0));
vec3 N = outNormal;
vec3 B = cross(N, T) * inTangent.w;
outTBN = mat3( T, B, N );
}
gl_Position = ubo.matrices.projection[PushConstant.pass] * ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * skinnedMatrix * 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) );
}