mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-03-21 18:01:15 +00:00
Code up an initial version of the iqm vertex shader.
Probably more bugs than an old kitchen cupboard :P
This commit is contained in:
parent
6ab3bd45e5
commit
59c5bf2f9e
1 changed files with 55 additions and 0 deletions
55
libs/video/renderer/glsl/iqm.vert
Normal file
55
libs/video/renderer/glsl/iqm.vert
Normal file
|
@ -0,0 +1,55 @@
|
|||
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;
|
||||
q0 = m[0].yzwx;
|
||||
qe = m[1].yzwx;
|
||||
sh = m[2].xyz;
|
||||
sc = m[3].xyz;
|
||||
|
||||
tr = 2.0 * (q0.w * qe.xyz - qe.w * q0.xyz - cross (qe.xyz, q0.xyz));
|
||||
v = position;
|
||||
// apply rotation and translation
|
||||
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);
|
||||
normal = mat3 (mvp_mat[0].xyz, mvp_mat[1].xyz, mvp_mat[3].xyz) * n;
|
||||
tangent = mat3 (mvp_mat[0].xyz, mvp_mat[1].xyz, mvp_mat[3].xyz) * t;
|
||||
bitangent = cross (normal, tangent) * vtangent.w;
|
||||
color = vcolor;
|
||||
st = texcoord;
|
||||
}
|
Loading…
Reference in a new issue