skinningTwoWeightsVp.glsl
资源名称:3dwind2.0.rar [点击查看]
上传用户:xhbjoy
上传日期:2014-10-07
资源大小:38068k
文件大小:2k
源码类别:
游戏引擎
开发平台:
Visual C++
- // Example GLSL program for skinning with two bone weights per vertex
- attribute vec4 blendIndices;
- attribute vec4 blendWeights;
- // 3x4 matrix, passed as vec4's for compatibility with GL 2.0
- // GL 2.0 supports 3x4 matrices
- // Support 24 bones ie 24*3, but use 72 since our parser can pick that out for sizing
- uniform vec4 worldMatrix3x4Array[72];
- uniform mat4 viewProjectionMatrix;
- uniform vec4 lightPos[2];
- uniform vec4 lightDiffuseColour[2];
- void main()
- {
- vec3 blendPos = vec3(0,0,0);
- vec3 blendNorm = vec3(0,0,0);
- for (int bone = 0; bone < 2; ++bone)
- {
- // perform matrix multiplication manually since no 3x4 matrices
- // ATI GLSL compiler can't handle indexing an array within an array so calculate the inner index first
- int idx = int(blendIndices[bone]) * 3;
- // ATI GLSL compiler can't handle unrolling the loop so do it manually
- // ATI GLSL has better performance when mat4 is used rather than using individual dot product
- // There is a bug in ATI mat4 constructor (Cat 7.2) when indexed uniform array elements are used as vec4 parameter so manually assign
- mat4 worldMatrix;
- worldMatrix[0] = worldMatrix3x4Array[idx];
- worldMatrix[1] = worldMatrix3x4Array[idx + 1];
- worldMatrix[2] = worldMatrix3x4Array[idx + 2];
- worldMatrix[3] = vec4(0);
- // now weight this into final
- float weight = blendWeights[bone];
- blendPos += (gl_Vertex * worldMatrix).xyz * weight;
- mat3 worldRotMatrix = mat3(worldMatrix[0].xyz, worldMatrix[1].xyz, worldMatrix[2].xyz);
- blendNorm += (gl_Normal * worldRotMatrix) * weight;
- }
- // apply view / projection to position
- gl_Position = viewProjectionMatrix * vec4(blendPos, 1);
- // simple vertex lighting model
- vec3 lightDir0 = normalize(
- lightPos[0].xyz - (blendPos.xyz * lightPos[0].w));
- vec3 lightDir1 = normalize(
- lightPos[1].xyz - (blendPos.xyz * lightPos[1].w));
- gl_FrontSecondaryColor = vec4(0);
- gl_FrontColor = vec4(0.5, 0.5, 0.5, 1.0)
- + clamp(dot(lightDir0, blendNorm), 0.0, 1.0) * lightDiffuseColour[0]
- + clamp(dot(lightDir1, blendNorm), 0.0, 1.0) * lightDiffuseColour[1];
- gl_TexCoord[0] = gl_MultiTexCoord0;
- }