2022-05-04 05:07:27 +00:00
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#version 450
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2022-05-07 01:08:46 +00:00
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layout (constant_id = 0) const bool IQMDepthOnly = false;
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2022-05-04 05:07:27 +00:00
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 Projection3d;
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mat4 View;
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mat4 Sky;
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mat4 Projection2d;
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};
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2022-05-07 01:08:46 +00:00
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layout (set = 2, binding = 0) buffer Bones {
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// NOTE these are transposed, so v * m
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mat3x4 bones[];
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};
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layout (push_constant) uniform PushConstants {
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mat4 Model;
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float blend;
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};
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layout (location = 0) in vec3 vposition;
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layout (location = 1) in uvec4 vbones;
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layout (location = 2) in vec4 vweights;
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layout (location = 3) in vec2 vtexcoord;
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layout (location = 4) in vec3 vnormal;
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layout (location = 5) in vec4 vtangent;
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layout (location = 6) in vec4 vcolor;
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layout (location = 0) out vec2 texcoord;
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layout (location = 1) out vec4 position;
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layout (location = 2) out vec3 normal;
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layout (location = 3) out vec3 tangent;
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layout (location = 4) out vec3 bitangent;
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layout (location = 5) out vec4 color;
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void
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main (void)
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{
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mat3x4 m = bones[vbones.x] * vweights.x;
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m += bones[vbones.y] * vweights.y;
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m += bones[vbones.z] * vweights.z;
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m += bones[vbones.w] * vweights.w;
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vec4 pos = vec4 (Model * vec4(vposition, 1) * m, 1);
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gl_Position = Projection3d * (View * pos);
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if (!IQMDepthOnly) {
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position = pos;
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mat3 adjTrans = mat3 (cross(m[1].xyz, m[2].xyz),
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cross(m[2].xyz, m[0].xyz),
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cross(m[0].xyz, m[1].xyz));
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normal = normalize (mat3 (Model) * vnormal * adjTrans);
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tangent = mat3 (Model) * vtangent.xyz * adjTrans;
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tangent = normalize (tangent - dot (tangent, normal) * normal);
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bitangent = cross (normal, tangent) * vtangent.w;
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texcoord = vtexcoord;
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color = vcolor;
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}
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2022-05-04 05:07:27 +00:00
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}
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