ioq3quest/code/renderergl2/glsl/fogpass_vp.glsl
Zack Middleton 11337c9fa2 OpenGL2: Add GPU vertex skinning for IQM models
Using GPU vertex skinning is significantly faster than CPU vertex
skinning. Especially since OpenGL2 has to run R_VaoPackNormal() and
R_VaoPackTangent() each vertex each frame which causes CPU vertex
skinning to be significantly slower than OpenGL1 renderer.
2018-07-27 17:40:25 -05:00

131 lines
3.2 KiB
GLSL

attribute vec3 attr_Position;
attribute vec3 attr_Normal;
attribute vec4 attr_TexCoord0;
#if defined(USE_VERTEX_ANIMATION)
attribute vec3 attr_Position2;
attribute vec3 attr_Normal2;
#elif defined(USE_BONE_ANIMATION)
attribute vec4 attr_BoneIndexes;
attribute vec4 attr_BoneWeights;
#endif
uniform vec4 u_FogDistance;
uniform vec4 u_FogDepth;
uniform float u_FogEyeT;
#if defined(USE_DEFORM_VERTEXES)
uniform int u_DeformGen;
uniform float u_DeformParams[5];
#endif
uniform float u_Time;
uniform mat4 u_ModelViewProjectionMatrix;
#if defined(USE_VERTEX_ANIMATION)
uniform float u_VertexLerp;
#elif defined(USE_BONE_ANIMATION)
uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
#endif
uniform vec4 u_Color;
varying float var_Scale;
#if defined(USE_DEFORM_VERTEXES)
vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
{
if (u_DeformGen == 0)
{
return pos;
}
float base = u_DeformParams[0];
float amplitude = u_DeformParams[1];
float phase = u_DeformParams[2];
float frequency = u_DeformParams[3];
float spread = u_DeformParams[4];
if (u_DeformGen == DGEN_BULGE)
{
phase *= st.x;
}
else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH)
{
phase += dot(pos.xyz, vec3(spread));
}
float value = phase + (u_Time * frequency);
float func;
if (u_DeformGen == DGEN_WAVE_SIN)
{
func = sin(value * 2.0 * M_PI);
}
else if (u_DeformGen == DGEN_WAVE_SQUARE)
{
func = sign(0.5 - fract(value));
}
else if (u_DeformGen == DGEN_WAVE_TRIANGLE)
{
func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0;
}
else if (u_DeformGen == DGEN_WAVE_SAWTOOTH)
{
func = fract(value);
}
else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH)
{
func = (1.0 - fract(value));
}
else // if (u_DeformGen == DGEN_BULGE)
{
func = sin(value);
}
return pos + normal * (base + func * amplitude);
}
#endif
float CalcFog(vec3 position)
{
float s = dot(vec4(position, 1.0), u_FogDistance) * 8.0;
float t = dot(vec4(position, 1.0), u_FogDepth);
float eyeOutside = float(u_FogEyeT < 0.0);
float fogged = float(t >= eyeOutside);
t += 1e-6;
t *= fogged / (t - u_FogEyeT * eyeOutside);
return s * t;
}
void main()
{
#if defined(USE_VERTEX_ANIMATION)
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
#elif defined(USE_BONE_ANIMATION)
mat4 vtxMat = u_BoneMatrix[int(attr_BoneIndexes.x)] * attr_BoneWeights.x;
vtxMat += u_BoneMatrix[int(attr_BoneIndexes.y)] * attr_BoneWeights.y;
vtxMat += u_BoneMatrix[int(attr_BoneIndexes.z)] * attr_BoneWeights.z;
vtxMat += u_BoneMatrix[int(attr_BoneIndexes.w)] * attr_BoneWeights.w;
mat3 nrmMat = mat3(cross(vtxMat[1].xyz, vtxMat[2].xyz), cross(vtxMat[2].xyz, vtxMat[0].xyz), cross(vtxMat[0].xyz, vtxMat[1].xyz));
vec3 position = vec3(vtxMat * vec4(attr_Position, 1.0));
vec3 normal = normalize(nrmMat * attr_Normal);
#else
vec3 position = attr_Position;
vec3 normal = attr_Normal;
#endif
#if defined(USE_DEFORM_VERTEXES)
position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st);
#endif
gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
var_Scale = CalcFog(position) * u_Color.a * u_Color.a;
}