mirror of
https://github.com/ApfelTeeSaft/vb01.git
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141 lines
4.0 KiB
GLSL
Executable File
141 lines
4.0 KiB
GLSL
Executable File
#version 330 core
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const int numBones = 1;
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const int numVertGroups = 1;
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const int numMaxInfluences = 4;
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const int numShapeKeys = 1;
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mat4 transform[numBones];
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mat4 poseTransform[numBones];
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNorm;
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layout (location = 2) in vec2 aTexCoords;
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layout (location = 3) in vec3 aTan;
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layout (location = 4) in vec3 aBiTan;
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layout (location = 5) in vec4 aWeight;
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layout (location = 6) in ivec4 aBoneIndices;
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layout (location = 7) in vec3 aShapeKeyOffsets[numShapeKeys];
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out vec3 fragPos, norm, tan, biTan;
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out vec2 texCoords;
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struct Bone{
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float angle;
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vec3 pos, trans, rotAxis, scale;
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int vertGroup, parent;
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};
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uniform bool animated;
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uniform Bone bones[numBones];
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 proj;
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uniform float[numShapeKeys] shapeKeyFactors;
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mat4 createTranslationMatrix(vec3 trans){
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mat4 transMat;
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transMat[0] = vec4(1, 0, 0, trans.x);
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transMat[1] = vec4(0, 1, 0, trans.y);
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transMat[2] = vec4(0, 0, 1, trans.z);
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transMat[3] = vec4(0, 0, 0, 1);
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return transpose(transMat);
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}
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mat4 createRotationMatrix(float angle, vec3 axis){
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mat4 rotMat;
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float s = sin(-angle);
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float c = cos(-angle);
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float oc = 1.0 - c;
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rotMat[0] = vec4(oc * axis.x * axis.x + c,oc * axis.x * axis.y + axis.z * s,oc * axis.z * axis.x - axis.y * s, 0.0);
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rotMat[1] = vec4(oc * axis.x * axis.y - axis.z * s,oc * axis.y * axis.y + c,oc * axis.y * axis.z + axis.x * s, 0.0);
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rotMat[2] = vec4(oc * axis.z * axis.x + axis.y * s,oc * axis.y * axis.z - axis.x * s,oc * axis.z * axis.z + c, 0.0);
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rotMat[3] = vec4(0, 0, 0, 1);
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return transpose(rotMat);
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}
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mat4 createScaleMatrix(vec3 scale){
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mat4 scaleMat;
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scaleMat[0] = vec4(scale.x, 0, 0, 0);
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scaleMat[1] = vec4(0, scale.y, 0, 0);
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scaleMat[2] = vec4(0, 0, scale.z, 0);
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scaleMat[3] = vec4(0, 0, 0, 1);
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return scaleMat;
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}
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float getWeight(Bone bone){
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float weight = 0;
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for(int i = 0; i < numMaxInfluences; i++){
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if(bone.vertGroup == aBoneIndices[i])
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weight = aWeight[i];
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}
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return weight;
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}
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void main(){
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vec4 vertPos = vec4(aPos, 1);
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bool anyWeights = false;
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mat3 normalMat = mat3(transpose(inverse(model)));
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norm = (normalMat * aNorm);
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tan = (normalMat * aTan);
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biTan = (normalMat * aBiTan);
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for(int i = 0; i < numMaxInfluences; i++)
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if(aWeight[i] > 0)
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anyWeights = true;
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for(int i = 0; i < numShapeKeys; i++){
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vertPos.xyz += aShapeKeyOffsets[i] * shapeKeyFactors[i];
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}
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if(animated && anyWeights){
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for(int i = 0; i < numBones; i++){
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transform[i] = createTranslationMatrix(bones[i].pos);
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vec3 trans = bones[i].trans;
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float angle = bones[i].angle;
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vec3 axis = bones[i].rotAxis;
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vec3 scale = bones[i].scale;
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mat4 animTransform = createTranslationMatrix(trans) * createRotationMatrix(angle, axis) * createScaleMatrix(scale);
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poseTransform[i] = transform[i] * animTransform;
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}
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for(int i = 1; i < numBones; i++){
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mat4 localTransform = inverse(transform[bones[i].parent]) * poseTransform[i];
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poseTransform[i] = poseTransform[bones[i].parent] * localTransform;
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}
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vec3 v0 = vec3(0), n0 = vec3(0), t0 = vec3(0), b0 = vec3(0);
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for(int i = 0; i < numBones; i++){
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float weight = getWeight(bones[i]);
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mat4 inverseTransform = inverse(transform[i]);
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vec4 boneLocalVert = inverseTransform * vertPos;
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vec4 boneLocalNorm = inverseTransform * vec4(aNorm, 0);
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vec4 boneLocalTan = inverseTransform * vec4(aTan, 0);
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vec4 boneLocalBiTan = inverseTransform * vec4(aBiTan, 0);
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v0 += (weight * poseTransform[i] * boneLocalVert).xyz;
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mat4 normalPoseTrans = transpose(inverse(poseTransform[i]));
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n0 += (weight * normalPoseTrans * boneLocalNorm).xyz;
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t0 += (weight * normalPoseTrans * boneLocalTan).xyz;
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b0 += (weight * normalPoseTrans * boneLocalBiTan).xyz;
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}
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vertPos.xyz = v0;
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norm = n0;
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tan = t0;
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biTan = b0;
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}
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norm = normalize(normalMat * norm);
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tan = normalize(normalMat * tan);
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biTan = normalize(normalMat * biTan);
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gl_Position = proj * view * model * vertPos;
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fragPos = vec3(model * vertPos);
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texCoords = aTexCoords;
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}
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