mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 14:22:13 +00:00
71 lines
1.7 KiB
GLSL
71 lines
1.7 KiB
GLSL
|
|
struct BonesResult
|
|
{
|
|
vec3 Normal;
|
|
vec4 Position;
|
|
};
|
|
|
|
BonesResult ApplyBones();
|
|
|
|
#if !defined(SIMPLE)
|
|
vec3 GetAttrNormal()
|
|
{
|
|
#ifdef HAS_UNIFORM_VERTEX_DATA
|
|
if ((useVertexData & 2) == 0)
|
|
return uVertexNormal.xyz;
|
|
else
|
|
return mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor);
|
|
#else
|
|
return mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor);
|
|
#endif
|
|
}
|
|
|
|
void AddWeightedBone(uint boneIndex, float weight, inout vec4 position, inout vec3 normal)
|
|
{
|
|
if (weight != 0.0)
|
|
{
|
|
mat4 transform = bones[uBoneIndexBase + int(boneIndex)];
|
|
mat3 rotation = mat3(transform);
|
|
position += (transform * aPosition) * weight;
|
|
normal += (rotation * aNormal.xyz) * weight;
|
|
}
|
|
}
|
|
|
|
BonesResult ApplyBones()
|
|
{
|
|
BonesResult result;
|
|
if (uBoneIndexBase >= 0 && aBoneWeight != vec4(0.0))
|
|
{
|
|
result.Position = vec4(0.0);
|
|
result.Normal = vec3(0.0);
|
|
|
|
// We use low precision input for our bone weights. Rescale so the sum still is 1.0
|
|
float totalWeight = aBoneWeight.x + aBoneWeight.y + aBoneWeight.z + aBoneWeight.w;
|
|
float weightMultiplier = 1.0 / totalWeight;
|
|
vec4 boneWeight = aBoneWeight * weightMultiplier;
|
|
|
|
AddWeightedBone(aBoneSelector.x, boneWeight.x, result.Position, result.Normal);
|
|
AddWeightedBone(aBoneSelector.y, boneWeight.y, result.Position, result.Normal);
|
|
AddWeightedBone(aBoneSelector.z, boneWeight.z, result.Position, result.Normal);
|
|
AddWeightedBone(aBoneSelector.w, boneWeight.w, result.Position, result.Normal);
|
|
|
|
result.Position.w = 1.0; // For numerical stability
|
|
}
|
|
else
|
|
{
|
|
result.Position = aPosition;
|
|
result.Normal = GetAttrNormal();
|
|
}
|
|
return result;
|
|
}
|
|
|
|
#else
|
|
|
|
BonesResult ApplyBones()
|
|
{
|
|
BonesResult result;
|
|
result.Position = aPosition;
|
|
return result;
|
|
}
|
|
|
|
#endif
|