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@module armature
@vs vs
in vec3 pos_in;
in vec2 uv_in;
in vec4 indices_in; // is a sokol SG_VERTEXFORMAT_USHORT4N, a 16 bit unsigned integer treated as a floating point number due to webgl compatibility
in vec4 weights_in;
out vec3 pos;
out vec2 uv;
uniform vs_params {
mat4 model;
mat4 view;
mat4 projection;
vec2 bones_tex_size;
};
uniform sampler2D bones_tex;
// in textures, color elements are delivered as unsigend normalize floats
// in [0, 1]. This makes them into [-1, 1] as the bone matrices require
// such values to be correct
vec4 make_signed_again(vec4 v) {
v.x = 2.0 * v.x - 1.0;
v.y = 2.0 * v.y - 1.0;
v.z = 2.0 * v.z - 1.0;
v.w = 2.0 * v.w - 1.0;
return v;
}
void main() {
vec4 total_position = vec4(0.0f);
for(int i = 0; i < 4; i++)
{
float index_float = indices_in[i];
int index = int(index_float * 65535.0);
float weight = weights_in[i];
float y_coord = (0.5 + index)/bones_tex_size.y;
vec4 col0 = texture(bones_tex, vec2((0.5 + 0)/bones_tex_size.x, y_coord));
vec4 col1 = texture(bones_tex, vec2((0.5 + 1)/bones_tex_size.x, y_coord));
vec4 col2 = texture(bones_tex, vec2((0.5 + 2)/bones_tex_size.x, y_coord));
vec4 col3 = texture(bones_tex, vec2((0.5 + 3)/bones_tex_size.x, y_coord));
col0 = make_signed_again(col0);
col1 = make_signed_again(col1);
col2 = make_signed_again(col2);
col3 = make_signed_again(col3);
mat4 bone_mat = mat4(col0, col1, col2, col3);
vec4 local_position = bone_mat * vec4(pos_in, 1.0f);
total_position += local_position * weight;
}
gl_Position = projection * view * model * total_position;
//gl_Position = projection * view * model * vec4(pos_in, 1.0);
pos = gl_Position.xyz;
uv = uv_in;
}
@end
@fs fs
uniform sampler2D tex;
in vec3 pos;
in vec2 uv;
out vec4 frag_color;
void main() {
vec4 col = texture(tex, uv);
if(col.a < 0.5)
{
discard;
}
else
{
frag_color = vec4(col.rgb, 1.0);
}
}
@end
@program program vs fs