/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2013-2014 Robert Beckebans This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "renderprogs/global.inc" #if defined(USE_GPU_SKINNING) uniform matrices_ubo { float4 matrices[408]; }; #endif struct VS_IN { float4 position : POSITION; float2 texcoord : TEXCOORD0; float4 normal : NORMAL; float4 tangent : TANGENT; float4 color : COLOR0; float4 color2 : COLOR1; }; struct VS_OUT { float4 position : POSITION; }; void main( VS_IN vertex, out VS_OUT result ) { #if defined(USE_GPU_SKINNING) //-------------------------------------------------------------- // GPU transformation of the position // // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 ) //-------------------------------------------------------------- const float w0 = vertex.color2.x; const float w1 = vertex.color2.y; const float w2 = vertex.color2.z; const float w3 = vertex.color2.w; float4 matX, matY, matZ; // must be float4 for vec4 int joint = int(vertex.color.x * 255.1 * 3.0); matX = matrices[int(joint+0)] * w0; matY = matrices[int(joint+1)] * w0; matZ = matrices[int(joint+2)] * w0; joint = int(vertex.color.y * 255.1 * 3.0); matX += matrices[int(joint+0)] * w1; matY += matrices[int(joint+1)] * w1; matZ += matrices[int(joint+2)] * w1; joint = int(vertex.color.z * 255.1 * 3.0); matX += matrices[int(joint+0)] * w2; matY += matrices[int(joint+1)] * w2; matZ += matrices[int(joint+2)] * w2; joint = int(vertex.color.w * 255.1 * 3.0); matX += matrices[int(joint+0)] * w3; matY += matrices[int(joint+1)] * w3; matZ += matrices[int(joint+2)] * w3; float4 modelPosition; modelPosition.x = dot4( matX, vertex.position ); modelPosition.y = dot4( matY, vertex.position ); modelPosition.z = dot4( matZ, vertex.position ); modelPosition.w = 1.0; result.position.x = dot4( modelPosition, rpMVPmatrixX ); result.position.y = dot4( modelPosition, rpMVPmatrixY ); result.position.z = dot4( modelPosition, rpMVPmatrixZ ); result.position.w = dot4( modelPosition, rpMVPmatrixW ); #else result.position.x = dot4( vertex.position, rpMVPmatrixX ); result.position.y = dot4( vertex.position, rpMVPmatrixY ); result.position.z = dot4( vertex.position, rpMVPmatrixZ ); result.position.w = dot4( vertex.position, rpMVPmatrixW ); #endif }