mirror of
https://github.com/Q3Rally-Team/rallyunlimited-engine.git
synced 2024-11-25 05:31:16 +00:00
109 lines
2.7 KiB
Text
109 lines
2.7 KiB
Text
|
attribute vec3 attr_Position;
|
||
|
attribute vec3 attr_Normal;
|
||
|
attribute vec4 attr_TexCoord0;
|
||
|
|
||
|
#if defined(USE_VERTEX_ANIMATION)
|
||
|
attribute vec3 attr_Position2;
|
||
|
attribute vec3 attr_Normal2;
|
||
|
#elif defined(USE_BONE_ANIMATION)
|
||
|
attribute vec4 attr_BoneIndexes;
|
||
|
attribute vec4 attr_BoneWeights;
|
||
|
#endif
|
||
|
|
||
|
//#if defined(USE_DEFORM_VERTEXES)
|
||
|
uniform int u_DeformGen;
|
||
|
uniform float u_DeformParams[5];
|
||
|
//#endif
|
||
|
|
||
|
uniform float u_Time;
|
||
|
uniform mat4 u_ModelViewProjectionMatrix;
|
||
|
|
||
|
uniform mat4 u_ModelMatrix;
|
||
|
|
||
|
#if defined(USE_VERTEX_ANIMATION)
|
||
|
uniform float u_VertexLerp;
|
||
|
#elif defined(USE_BONE_ANIMATION)
|
||
|
uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
|
||
|
#endif
|
||
|
|
||
|
varying vec3 var_Position;
|
||
|
|
||
|
vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
|
||
|
{
|
||
|
if (u_DeformGen == 0)
|
||
|
{
|
||
|
return pos;
|
||
|
}
|
||
|
|
||
|
float base = u_DeformParams[0];
|
||
|
float amplitude = u_DeformParams[1];
|
||
|
float phase = u_DeformParams[2];
|
||
|
float frequency = u_DeformParams[3];
|
||
|
float spread = u_DeformParams[4];
|
||
|
|
||
|
if (u_DeformGen == DGEN_BULGE)
|
||
|
{
|
||
|
phase *= st.x;
|
||
|
}
|
||
|
else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH)
|
||
|
{
|
||
|
phase += dot(pos.xyz, vec3(spread));
|
||
|
}
|
||
|
|
||
|
float value = phase + (u_Time * frequency);
|
||
|
float func;
|
||
|
|
||
|
if (u_DeformGen == DGEN_WAVE_SIN)
|
||
|
{
|
||
|
func = sin(value * 2.0 * M_PI);
|
||
|
}
|
||
|
else if (u_DeformGen == DGEN_WAVE_SQUARE)
|
||
|
{
|
||
|
func = sign(0.5 - fract(value));
|
||
|
}
|
||
|
else if (u_DeformGen == DGEN_WAVE_TRIANGLE)
|
||
|
{
|
||
|
func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0;
|
||
|
}
|
||
|
else if (u_DeformGen == DGEN_WAVE_SAWTOOTH)
|
||
|
{
|
||
|
func = fract(value);
|
||
|
}
|
||
|
else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH)
|
||
|
{
|
||
|
func = (1.0 - fract(value));
|
||
|
}
|
||
|
else // if (u_DeformGen == DGEN_BULGE)
|
||
|
{
|
||
|
func = sin(value);
|
||
|
}
|
||
|
|
||
|
return pos + normal * (base + func * amplitude);
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
#if defined(USE_VERTEX_ANIMATION)
|
||
|
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
|
||
|
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
|
||
|
#elif defined(USE_BONE_ANIMATION)
|
||
|
mat4 vtxMat = u_BoneMatrix[int(attr_BoneIndexes.x)] * attr_BoneWeights.x;
|
||
|
vtxMat += u_BoneMatrix[int(attr_BoneIndexes.y)] * attr_BoneWeights.y;
|
||
|
vtxMat += u_BoneMatrix[int(attr_BoneIndexes.z)] * attr_BoneWeights.z;
|
||
|
vtxMat += u_BoneMatrix[int(attr_BoneIndexes.w)] * attr_BoneWeights.w;
|
||
|
mat3 nrmMat = mat3(cross(vtxMat[1].xyz, vtxMat[2].xyz), cross(vtxMat[2].xyz, vtxMat[0].xyz), cross(vtxMat[0].xyz, vtxMat[1].xyz));
|
||
|
|
||
|
vec3 position = vec3(vtxMat * vec4(attr_Position, 1.0));
|
||
|
vec3 normal = normalize(nrmMat * attr_Normal);
|
||
|
#else
|
||
|
vec3 position = attr_Position;
|
||
|
vec3 normal = attr_Normal;
|
||
|
#endif
|
||
|
|
||
|
position = DeformPosition(position, normal, attr_TexCoord0.st);
|
||
|
|
||
|
gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
|
||
|
|
||
|
var_Position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
|
||
|
}
|