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93 lines
2.1 KiB
GLSL
93 lines
2.1 KiB
GLSL
@module armature
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@vs vs
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in vec3 pos_in;
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in vec2 uv_in;
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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
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in vec4 weights_in;
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out vec3 pos;
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out vec2 uv;
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uniform vs_params {
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mat4 model;
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mat4 view;
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mat4 projection;
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vec2 bones_tex_size;
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};
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uniform sampler2D bones_tex;
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float decode_normalized_float32(vec4 v)
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{
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float sign = 2.0 * v.x - 1.0;
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return sign * (v.z*255.0 + v.y);
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}
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// in textures, color elements are delivered as unsigend normalize floats
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// in [0, 1]. This makes them into [-1, 1] as the bone matrices require
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// such values to be correct
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vec4 make_signed_again(vec4 v) {
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v.x = 2.0 * v.x - 1.0;
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v.y = 2.0 * v.y - 1.0;
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v.z = 2.0 * v.z - 1.0;
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v.w = 2.0 * v.w - 1.0;
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return v;
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}
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void main() {
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vec4 total_position = vec4(0.0f);
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for(int bone_influence_index = 0; bone_influence_index < 4; bone_influence_index++)
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{
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float index_float = indices_in[bone_influence_index];
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int index = int(index_float * 65535.0);
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float weight = weights_in[bone_influence_index];
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float y_coord = (0.5 + index)/bones_tex_size.y;
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vec4 col0 = texture(bones_tex, vec2((0.5 + 0)/bones_tex_size.x, y_coord));
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vec4 col1 = texture(bones_tex, vec2((0.5 + 1)/bones_tex_size.x, y_coord));
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vec4 col2 = texture(bones_tex, vec2((0.5 + 2)/bones_tex_size.x, y_coord));
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vec4 col3 = texture(bones_tex, vec2((0.5 + 3)/bones_tex_size.x, y_coord));
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col0 = make_signed_again(col0);
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col1 = make_signed_again(col1);
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col2 = make_signed_again(col2);
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col3 = make_signed_again(col3);
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mat4 bone_mat = mat4(col0, col1, col2, col3);
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vec4 local_position = bone_mat * vec4(pos_in, 1.0f);
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total_position += local_position * weight;
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}
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gl_Position = projection * view * model * total_position;
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//gl_Position = projection * view * model * vec4(pos_in, 1.0);
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pos = gl_Position.xyz;
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uv = uv_in;
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}
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@end
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@fs fs
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uniform sampler2D tex;
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in vec3 pos;
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in vec2 uv;
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out vec4 frag_color;
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void main() {
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vec4 col = texture(tex, uv);
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if(col.a < 0.5)
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{
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discard;
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}
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else
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{
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frag_color = vec4(col.rgb, 1.0);
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}
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}
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@end
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@program program vs fs
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