50ed674ec2
Blend shapes did not take into account octahedral compressed vertex attribute layouts and this resulted in incorrect lighting on the resulting blended mesh Now make the blend_shapes shader octahedral compression aware!
226 lines
4.4 KiB
GLSL
226 lines
4.4 KiB
GLSL
/* clang-format off */
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[vertex]
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/*
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from VisualServer:
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ARRAY_VERTEX=0,
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ARRAY_NORMAL=1,
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ARRAY_TANGENT=2,
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ARRAY_COLOR=3,
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ARRAY_TEX_UV=4,
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ARRAY_TEX_UV2=5,
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ARRAY_BONES=6,
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ARRAY_WEIGHTS=7,
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ARRAY_INDEX=8,
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*/
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#ifdef USE_2D_VERTEX
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#define VFORMAT vec2
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#else
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#define VFORMAT vec3
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#endif
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/* INPUT ATTRIBS */
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layout(location = 0) in highp VFORMAT vertex_attrib;
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/* clang-format on */
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#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
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layout(location = 2) in vec4 normal_tangent_attrib;
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#else
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layout(location = 1) in vec3 normal_attrib;
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#endif
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#ifdef ENABLE_TANGENT
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#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
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// packed into normal_attrib zw component
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#else
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layout(location = 2) in vec4 tangent_attrib;
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#endif
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#endif
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#ifdef ENABLE_COLOR
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layout(location = 3) in vec4 color_attrib;
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#endif
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#ifdef ENABLE_UV
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layout(location = 4) in vec2 uv_attrib;
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#endif
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#ifdef ENABLE_UV2
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layout(location = 5) in vec2 uv2_attrib;
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#endif
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#ifdef ENABLE_SKELETON
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layout(location = 6) in ivec4 bone_attrib;
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layout(location = 7) in vec4 weight_attrib;
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#endif
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/* BLEND ATTRIBS */
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#ifdef ENABLE_BLEND
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layout(location = 8) in highp VFORMAT vertex_attrib_blend;
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layout(location = 9) in vec3 normal_attrib_blend;
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#ifdef ENABLE_TANGENT
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layout(location = 10) in vec4 tangent_attrib_blend;
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#endif
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#ifdef ENABLE_COLOR
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layout(location = 11) in vec4 color_attrib_blend;
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#endif
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#ifdef ENABLE_UV
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layout(location = 12) in vec2 uv_attrib_blend;
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#endif
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#ifdef ENABLE_UV2
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layout(location = 13) in vec2 uv2_attrib_blend;
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#endif
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#ifdef ENABLE_SKELETON
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layout(location = 14) in ivec4 bone_attrib_blend;
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layout(location = 15) in vec4 weight_attrib_blend;
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#endif
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#endif
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/* OUTPUTS */
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out VFORMAT vertex_out; //tfb:
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#ifdef ENABLE_NORMAL
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out vec3 normal_out; //tfb:ENABLE_NORMAL
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#endif
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#ifdef ENABLE_TANGENT
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out vec4 tangent_out; //tfb:ENABLE_TANGENT
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#endif
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#ifdef ENABLE_COLOR
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out vec4 color_out; //tfb:ENABLE_COLOR
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#endif
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#ifdef ENABLE_UV
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out vec2 uv_out; //tfb:ENABLE_UV
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#endif
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#ifdef ENABLE_UV2
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out vec2 uv2_out; //tfb:ENABLE_UV2
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#endif
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#ifdef ENABLE_SKELETON
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out ivec4 bone_out; //tfb:ENABLE_SKELETON
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out vec4 weight_out; //tfb:ENABLE_SKELETON
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#endif
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uniform float blend_amount;
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#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
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vec3 oct_to_vec3(vec2 e) {
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vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
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float t = max(-v.z, 0.0);
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v.xy += t * -sign(v.xy);
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return normalize(v);
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}
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#endif
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void main() {
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#ifdef ENABLE_BLEND
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vertex_out = vertex_attrib_blend + vertex_attrib * blend_amount;
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#ifdef ENABLE_NORMAL
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#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
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normal_out = normal_attrib_blend + oct_to_vec3(normal_tangent_attrib.xy) * blend_amount;
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#else
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normal_out = normal_attrib_blend + normal_attrib * blend_amount;
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#endif
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#endif
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#ifdef ENABLE_TANGENT
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#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
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tangent_out.xyz = tangent_attrib_blend.xyz + oct_to_vec3(vec2(normal_tangent_attrib.z, abs(normal_tangent_attrib.w) * 2.0 - 1.0)) * blend_amount;
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tangent_out.w = sign(tangent_attrib_blend.w);
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#else
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tangent_out.xyz = tangent_attrib_blend.xyz + tangent_attrib.xyz * blend_amount;
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tangent_out.w = tangent_attrib_blend.w; //just copy, no point in blending his
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#endif
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#endif
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#ifdef ENABLE_COLOR
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color_out = color_attrib_blend + color_attrib * blend_amount;
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#endif
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#ifdef ENABLE_UV
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uv_out = uv_attrib_blend + uv_attrib * blend_amount;
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#endif
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#ifdef ENABLE_UV2
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uv2_out = uv2_attrib_blend + uv2_attrib * blend_amount;
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#endif
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#ifdef ENABLE_SKELETON
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bone_out = bone_attrib_blend;
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weight_out = weight_attrib_blend + weight_attrib * blend_amount;
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#endif
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#else //ENABLE_BLEND
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vertex_out = vertex_attrib * blend_amount;
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#ifdef ENABLE_NORMAL
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#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
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normal_out = oct_to_vec3(normal_tangent_attrib.xy) * blend_amount;
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#else
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normal_out = normal_attrib * blend_amount;
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#endif
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#endif
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#ifdef ENABLE_TANGENT
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#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
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tangent_out.xyz = oct_to_vec3(vec2(normal_tangent_attrib.z, abs(normal_tangent_attrib.w) * 2.0 - 1.0)) * blend_amount;
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tangent_out.w = sign(normal_tangent_attrib.w);
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#else
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tangent_out.xyz = tangent_attrib.xyz * blend_amount;
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tangent_out.w = tangent_attrib.w; //just copy, no point in blending his
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#endif
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#endif
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#ifdef ENABLE_COLOR
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color_out = color_attrib * blend_amount;
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#endif
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#ifdef ENABLE_UV
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uv_out = uv_attrib * blend_amount;
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#endif
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#ifdef ENABLE_UV2
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uv2_out = uv2_attrib * blend_amount;
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#endif
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#ifdef ENABLE_SKELETON
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bone_out = bone_attrib;
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weight_out = weight_attrib * blend_amount;
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#endif
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#endif
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gl_Position = vec4(0.0);
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}
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/* clang-format off */
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[fragment]
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void main() {
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}
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/* clang-format on */
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