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https://github.com/devZoGok/vb01.git
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model space positions are retrieved from bones supported more than 4 bones improved global and local orientation methods improved vector angle method
79 lines
2.2 KiB
GLSL
Executable File
79 lines
2.2 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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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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out vec3 fragPos;
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out vec3 norm;
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out vec3 tan;
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out vec3 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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void main(){
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vec4 vertPos=vec4(aPos,1);
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if(animated){
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for(int i = 0; i < numBones; i++){
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Bone bone = bones[i];
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float weight = 0;
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for(int j = 0; j < numMaxInfluences; j++){
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if(bone.vertGroup == aBoneIndices[j])
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weight = aWeight[j];
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}
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while(bone.parent!=-1){
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float angle = weight * bone.angle;
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vec3 trans = bone.trans;
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vec3 axis = bone.rotAxis;
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vec3 scale = bone.scale;
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vec4 bonePos = vec4(bone.pos, 1);
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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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mat4 rotMat;
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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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vertPos += -(vertPos - bonePos) + rotMat * (vertPos - bonePos);
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vec4 vertToBone = vec4(vertPos.xyz - bonePos.xyz, 1);
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vertPos.xyz += -weight * vertToBone.xyz + weight * vec3(scale.x * vertToBone.x, scale.y * vertToBone.y, scale.z * vertToBone.z);
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vertPos.xyz += weight * trans;
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bone = bones[bone.parent];
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}
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}
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}
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gl_Position = proj * view * model * vertPos;
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fragPos = vec3(model * vec4(aPos, 1));
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norm = mat3(transpose(inverse(model))) * aNorm;
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tan = mat3(transpose(inverse(model))) * aTan;
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biTan = mat3(transpose(inverse(model))) * aBiTan;
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texCoords = aTexCoords;
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}
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