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; 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 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; // 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 v = (m * vec4 (vposition, 1.0)).xyz; n = (m * vec4 (vnormal, 1.0)).xyz; t = (m * vec4 (vtangent.xyz, 1.0)).xyz; #endif position = v * 8.0; 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); }