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Add mvp_mat and some comments.
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1 changed files with 8 additions and 5 deletions
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@ -1,3 +1,4 @@
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uniform mat4 mvp_mat;
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uniform mat4 bonemats[80];
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attribute vec4 vcolor;
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attribute vec4 vweights;
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@ -24,14 +25,15 @@ main (void)
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m += bonemats[int (vbones.y)] * vweights.y;
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m += bonemats[int (vbones.z)] * vweights.z;
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m += bonemats[int (vbones.w)] * vweights.w;
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q0 = m[0].yzwx;
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qe = m[1].yzwx;
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q0 = m[0].yzwx; //swizzle for conversion betwen QF and GL
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qe = m[1].yzwx; //swizzle for conversion betwen QF and GL
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sh = m[2].xyz;
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sc = m[3].xyz;
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// extract translation from dual quaternion
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tr = 2.0 * (q0.w * qe.xyz - qe.w * q0.xyz - cross (qe.xyz, q0.xyz));
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v = position;
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// apply rotation and translation
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v = position;
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v += 2.0 * cross (q0.xyz, cross (q0.xyz, v) + q0.w * v) + tr;
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// apply shear
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v.z += v.y * sh.z + v.x * sh.y;
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@ -47,8 +49,9 @@ main (void)
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t = vtangent.xyz;
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t += 2.0 * cross (q0.xyz, cross (q0.xyz, t) + q0.w * t);
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gl_Position = mvp_mat * vec4 (v, 1.0);
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normal = mat3 (mvp_mat[0].xyz, mvp_mat[1].xyz, mvp_mat[3].xyz) * n;
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tangent = mat3 (mvp_mat[0].xyz, mvp_mat[1].xyz, mvp_mat[3].xyz) * t;
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mat3 rot = mat3 (mvp_mat[0].xyz, mvp_mat[1].xyz, mvp_mat[3].xyz)
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normal = rot * n;
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tangent = rot * t;
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bitangent = cross (normal, tangent) * vtangent.w;
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color = vcolor;
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st = texcoord;
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