Files
axyz/resources/Shaders/ForwardPlus.vert.glsl
T
2016-02-26 17:40:35 +01:00

69 lines
1.7 KiB
GLSL

#version 430
#define MAX_SPLITS 4
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 LightV[MAX_SPLITS];
uniform mat4 LightP[MAX_SPLITS];
uniform mat4 Bones[100];
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec3 Tangent;
layout(location = 3) in vec3 BiTangent;
layout(location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 BoneIndices;
layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Output;
// N
mat4 biasMatrix = mat4(
vec4(0.5, 0.0, 0.0, 0.0),
vec4(0.0, 0.5, 0.0, 0.0),
vec4(0.0, 0.0, 0.5, 0.0),
vec4(0.5, 0.5, 0.5, 1.0)
);
void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
//vec4 lightPos = LightP * LightV * M * vec4(Position, 1.0); // N
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
//gl_Position = lightPos; // N
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(M * vec4(Normal, 0.0));
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
Output.ExplosionColor = vec4(1.0);
Output.ExplosionPercentageElapsed = 0.0;
//Output.PositionLightSpace = lightPos; // N
for(int i = 0; i < MAX_SPLITS; i++)
{
Output.PositionLightSpace[i] = LightP[i] * LightV[i] * M * vec4(Position, 1.0);
}
}