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Batching shadow map rendering needs be able to reference matrices for multiple lights in a single batch, but the only input is the view index, so use that to look up the matrix index rather than using it to index the matrices directly (modulo the base index that's still there).
74 lines
2 KiB
GLSL
74 lines
2 KiB
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_multiview : enable
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layout (constant_id = 0) const bool IQMDepthOnly = false;
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layout (constant_id = 1) const bool IQMShadow = false;
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layout (set = 0, binding = 0) uniform
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#include "matrices.h"
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;
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layout (set = 1, binding = 0) buffer ShadowView {
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mat4x4 shadowView[];
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};
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layout (set = 1, binding = 1) buffer ShadowId {
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uint shadowId[];
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};
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layout (set = 3, binding = 0) buffer Bones {
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// NOTE these are transposed, so v * m
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mat3x4 bones[];
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};
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layout (push_constant) uniform PushConstants {
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mat4 Model;
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float blend;
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uint MatrixBase;
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};
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layout (location = 0) in vec3 vposition;
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layout (location = 1) in uvec4 vbones;
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layout (location = 2) in vec4 vweights;
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layout (location = 3) in vec2 vtexcoord;
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layout (location = 4) in vec3 vnormal;
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layout (location = 5) in vec4 vtangent;
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layout (location = 6) in vec4 vcolor;
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layout (location = 0) out vec2 texcoord;
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layout (location = 1) out vec4 position;
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layout (location = 2) out vec3 normal;
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layout (location = 3) out vec3 tangent;
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layout (location = 4) out vec3 bitangent;
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layout (location = 5) out vec4 color;
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void
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main (void)
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{
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mat3x4 m = bones[vbones.x] * vweights.x;
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m += bones[vbones.y] * vweights.y;
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m += bones[vbones.z] * vweights.z;
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m += bones[vbones.w] * vweights.w;
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m += mat3x4(1,0,0,0,0,1,0,0,0,0,1,0) * (1 - dot(vweights, vec4(1,1,1,1)));
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vec4 pos = Model * vec4 (vec4(vposition, 1) * m, 1);
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if (IQMShadow) {
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uint matid = shadowId[MatrixBase + gl_ViewIndex];
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gl_Position = shadowView[matid] * pos;
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} else {
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gl_Position = Projection3d * (View[gl_ViewIndex] * pos);
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}
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if (!IQMDepthOnly) {
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position = pos;
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mat3 adjTrans = mat3 (cross(m[1].xyz, m[2].xyz),
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cross(m[2].xyz, m[0].xyz),
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cross(m[0].xyz, m[1].xyz));
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normal = normalize (mat3 (Model) * vnormal * adjTrans);
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tangent = mat3 (Model) * vtangent.xyz * adjTrans;
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tangent = normalize (tangent - dot (tangent, normal) * normal);
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bitangent = cross (normal, tangent) * vtangent.w;
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texcoord = vtexcoord;
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color = vcolor;
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}
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}
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