quakeforge/libs/video/renderer/glsl/iqm.vert

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2012-05-10 13:06:49 +00:00
uniform mat4 mvp_mat;
uniform mat4 bonemats[80];
attribute vec4 vcolor;
attribute vec4 vweights;
attribute vec4 vbones;
attribute vec2 texcoord;
attribute vec4 vtangent;
attribute vec3 vnormal;
attribute vec3 position;
varying vec3 bitangent;
varying vec3 tangent;
varying vec3 normal;
varying vec2 st;
varying vec4 color;
void
main (void)
{
mat4 m;
vec4 q0, qe;
vec3 sh, sc, tr, v, n, t;
m = bonemats[int (vbones.x)] * vweights.x;
m += bonemats[int (vbones.y)] * vweights.y;
m += bonemats[int (vbones.z)] * vweights.z;
m += bonemats[int (vbones.w)] * vweights.w;
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q0 = m[0].yzwx; //swizzle for conversion betwen QF and GL
qe = m[1].yzwx; //swizzle for conversion betwen QF and GL
sh = m[2].xyz;
sc = m[3].xyz;
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// extract translation from dual quaternion
tr = 2.0 * (q0.w * qe.xyz - qe.w * q0.xyz - cross (qe.xyz, q0.xyz));
// apply rotation and translation
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v = position;
v += 2.0 * cross (q0.xyz, cross (q0.xyz, v) + q0.w * v) + tr;
// apply shear
v.z += v.y * sh.z + v.x * sh.y;
v.y += v.x * sh.x;
// apply scale
v *= sc;
// rotate normal (won't bother with shear or scale: not super accurate,
// but probably good enough
n = vnormal;
n += 2.0 * cross (q0.xyz, cross (q0.xyz, n) + q0.w * n);
// rotate tangent (won't bother with shear or scale: not super accurate,
// but probably good enough
t = vtangent.xyz;
t += 2.0 * cross (q0.xyz, cross (q0.xyz, t) + q0.w * t);
gl_Position = mvp_mat * vec4 (v, 1.0);
mat3 rot = mat3 (mvp_mat[0].xyz, mvp_mat[1].xyz, mvp_mat[3].xyz);
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normal = rot * n;
tangent = rot * t;
bitangent = cross (normal, tangent) * vtangent.w;
color = vcolor;
st = texcoord;
}