gzdoom/wadsrc/static/shaders/scene/bones.glsl
2023-09-25 21:18:57 +02:00

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