mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 16:37:30 +00:00
0becd35b65
No chance of working yet, but the shaders compile :)
58 lines
1.6 KiB
GLSL
58 lines
1.6 KiB
GLSL
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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attribute vec4 vbones;
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attribute vec2 texcoord;
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attribute vec4 vtangent;
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attribute vec3 vnormal;
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attribute vec3 position;
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varying vec3 bitangent;
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varying vec3 tangent;
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varying vec3 normal;
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varying vec2 st;
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varying vec4 color;
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void
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main (void)
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{
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mat4 m;
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vec4 q0, qe;
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vec3 sh, sc, tr, v, n, t;
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m = bonemats[int (vbones.x)] * vweights.x;
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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; //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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// 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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v.y += v.x * sh.x;
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// apply scale
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v *= sc;
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// rotate normal (won't bother with shear or scale: not super accurate,
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// but probably good enough
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n = vnormal;
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n += 2.0 * cross (q0.xyz, cross (q0.xyz, n) + q0.w * n);
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// rotate tangent (won't bother with shear or scale: not super accurate,
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// but probably good enough
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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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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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}
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