quakeforge/libs/video/renderer/vulkan/shader/iqm.vert
Bill Currie 93d860472d [vulkan] Use the same fragment shader for alias and iqm
In a quake context, I suspect iqm models should use the same skin
concepts as alias models. I'll probably be proven wrong, but it should
make things nicer for now, especially with forward lighting. However,
Mr Fixit is too bright because the skin isn't set up correctly.

Deferred is getting more and more smashed, but I'll fix that up when
I've got forward "done".
2024-01-20 09:44:29 +09:00

59 lines
1.7 KiB
GLSL

#version 450
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_multiview : enable
layout (constant_id = 0) const bool IQMDepthOnly = false;
layout (set = 0, binding = 0) uniform
#include "matrices.h"
;
layout (set = 3, binding = 0) buffer Bones {
// NOTE these are transposed, so v * m
mat3x4 bones[];
};
layout (push_constant) uniform PushConstants {
mat4 Model;
float blend;
};
layout (location = 0) in vec3 vposition;
layout (location = 1) in uvec4 vbones;
layout (location = 2) in vec4 vweights;
layout (location = 3) in vec2 vtexcoord;
layout (location = 4) in vec3 vnormal;
layout (location = 5) in vec4 vtangent;
layout (location = 6) in vec4 vcolor;
layout (location = 0) out vec2 texcoord;
layout (location = 1) out vec4 position;
layout (location = 2) out vec3 normal;
layout (location = 3) out vec3 tangent;
layout (location = 4) out vec3 bitangent;
layout (location = 5) out vec4 color;
void
main (void)
{
mat3x4 m = bones[vbones.x] * vweights.x;
m += bones[vbones.y] * vweights.y;
m += bones[vbones.z] * vweights.z;
m += bones[vbones.w] * vweights.w;
m += mat3x4(1,0,0,0,0,1,0,0,0,0,1,0) * (1 - dot(vweights, vec4(1,1,1,1)));
vec4 pos = Model * vec4 (vec4(vposition, 1) * m, 1);
gl_Position = Projection3d * (View[gl_ViewIndex] * pos);
if (!IQMDepthOnly) {
position = pos;
mat3 adjTrans = mat3 (cross(m[1].xyz, m[2].xyz),
cross(m[2].xyz, m[0].xyz),
cross(m[0].xyz, m[1].xyz));
normal = normalize (mat3 (Model) * vnormal * adjTrans);
tangent = mat3 (Model) * vtangent.xyz * adjTrans;
tangent = normalize (tangent - dot (tangent, normal) * normal);
bitangent = cross (normal, tangent) * vtangent.w;
texcoord = vtexcoord;
color = vcolor;
}
}