mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-23 11:01:46 +00:00
8ada7c02a3
It was there only because mrfixit is rather small (8qu?) and it made finding him easier :). Anyway, any scaling should be done in the engine.
82 lines
2 KiB
GLSL
82 lines
2 KiB
GLSL
uniform mat4 mvp_mat;
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uniform mat3 norm_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 vec4 vtangent;
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attribute vec3 vnormal;
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attribute vec2 texcoord;
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attribute vec3 vposition;
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varying 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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vec3
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qmult (vec4 q, vec3 v)
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{
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float qs = q.w;
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vec3 qv = q.xyz;
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vec3 t = cross (qv, v);
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return (qs * qs) * v + 2.0 * qs * t + dot (qv, v) * qv + cross (qv, t);
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}
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vec3
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dqtrans (vec4 q0, vec4 qe)
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{//2.0 * (q0.w * qe.xyz - qe.w * q0.xyz - cross (qe.xyz, q0.xyz));
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float qs = q0.w, Ts = qe.w;
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vec3 qv = -q0.xyz, Tv = qe.xyz;
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return 2.0 * (Ts * qv + qs * Tv + cross (Tv, qv));
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}
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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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#if 0
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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 = dqtrans (q0, qe);
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// apply rotation and translation
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v = qmult (q0, vposition) + 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 = qmult (q0, vnormal);
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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 = qmult (q0, vtangent.xyz);
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#else
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mat3 nm = mat3 (m[0].xyz, m[1].xyz, m[2].xyz);
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v = (m * vec4 (vposition, 1.0)).xyz;
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n = nm * vnormal;
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t = nm * vtangent.xyz;
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#endif
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position = v;
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normal = norm_mat * n;
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tangent = norm_mat * 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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gl_Position = mvp_mat * vec4 (position, 1.0);
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}
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