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

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2012-05-10 13:06:49 +00:00
uniform mat4 mvp_mat;
uniform mat3 norm_mat;
uniform mat4 bonemats[80];
attribute vec4 vcolor;
attribute vec4 vweights;
attribute vec4 vbones;
attribute vec4 vtangent;
attribute vec3 vnormal;
attribute vec2 texcoord;
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attribute vec3 vposition;
varying vec3 position;
varying vec3 bitangent;
varying vec3 tangent;
varying vec3 normal;
varying vec2 st;
varying vec4 color;
vec3
qmult (vec4 q, vec3 v)
{
float qs = q.w;
vec3 qv = q.xyz;
vec3 t = cross (qv, v);
return (qs * qs) * v + 2.0 * qs * t + dot (qv, v) * qv + cross (qv, t);
}
vec3
dqtrans (vec4 q0, vec4 qe)
{//2.0 * (q0.w * qe.xyz - qe.w * q0.xyz - cross (qe.xyz, q0.xyz));
float qs = q0.w, Ts = qe.w;
vec3 qv = -q0.xyz, Tv = qe.xyz;
return 2.0 * (Ts * qv + qs * Tv + cross (Tv, qv));
}
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;
#if 0
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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 = dqtrans (q0, qe);
// apply rotation and translation
v = qmult (q0, vposition) + 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 = qmult (q0, vnormal);
// rotate tangent (won't bother with shear or scale: not super accurate,
// but probably good enough)
t = qmult (q0, vtangent.xyz);
#else
mat3 nm = mat3 (m[0].xyz, m[1].xyz, m[2].xyz);
v = (m * vec4 (vposition, 1.0)).xyz;
n = nm * vnormal;
t = nm * vtangent.xyz;
#endif
position = v;
normal = norm_mat * n;
tangent = norm_mat * t;
bitangent = cross (normal, tangent) * vtangent.w;
color = vcolor;
st = texcoord;
gl_Position = mvp_mat * vec4 (position, 1.0);
}