fteqw/engine/shaders/vulkan/sys/skeletal.h

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#ifdef SKELETAL
vec4 skeletaltransform()
{
mat3x4 wmat;
wmat = m_bones[int(v_bone.x)] * v_weight.x;
wmat += m_bones[int(v_bone.y)] * v_weight.y;
wmat += m_bones[int(v_bone.z)] * v_weight.z;
wmat += m_bones[int(v_bone.w)] * v_weight.w;
return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0);
}
vec4 skeletaltransform_nst(out vec3 n, out vec3 t, out vec3 b)
{
mat3x4 wmat;
wmat = m_bones[int(v_bone.x)] * v_weight.x;
wmat += m_bones[int(v_bone.y)] * v_weight.y;
wmat += m_bones[int(v_bone.z)] * v_weight.z;
wmat += m_bones[int(v_bone.w)] * v_weight.w;
n = vec4(v_normal.xyz, 0.0) * wmat;
t = vec4(v_svector.xyz, 0.0) * wmat;
b = vec4(v_tvector.xyz, 0.0) * wmat;
return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0);
}
vec4 skeletaltransform_wnst(out vec3 w, out vec3 n, out vec3 t, out vec3 b)
{
mat3x4 wmat;
wmat = m_bones[int(v_bone.x)] * v_weight.x;
wmat += m_bones[int(v_bone.y)] * v_weight.y;
wmat += m_bones[int(v_bone.z)] * v_weight.z;
wmat += m_bones[int(v_bone.w)] * v_weight.w;
n = vec4(v_normal.xyz, 0.0) * wmat;
t = vec4(v_svector.xyz, 0.0) * wmat;
b = vec4(v_tvector.xyz, 0.0) * wmat;
w = vec4(v_position.xyz, 1.0) * wmat;
return m_modelviewprojection * vec4(w, 1.0);
}
vec4 skeletaltransform_n(out vec3 n)
{
mat3x4 wmat;
wmat = m_bones[int(v_bone.x)] * v_weight.x;
wmat += m_bones[int(v_bone.y)] * v_weight.y;
wmat += m_bones[int(v_bone.z)] * v_weight.z;
wmat += m_bones[int(v_bone.w)] * v_weight.w;
n = vec4(v_normal.xyz, 0.0) * wmat;
return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0);
}
#else
#define skeletaltransform ftetransform
vec4 skeletaltransform_wnst(out vec3 w, out vec3 n, out vec3 t, out vec3 b)
{
n = v_normal;
t = v_svector;
b = v_tvector;
w = v_position.xyz;
return ftetransform();
}
vec4 skeletaltransform_nst(out vec3 n, out vec3 t, out vec3 b)
{
n = v_normal;
t = v_svector;
b = v_tvector;
return ftetransform();
}
vec4 skeletaltransform_n(out vec3 n)
{
n = v_normal;
return ftetransform();
}
#endif