2019-06-21 22:18:22 +00:00
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#version 330
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const int MY_ARRAY_SIZE = 200;
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in vec3 vPosition;
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in vec3 vNormal;
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in vec3 vTangent;
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in vec3 vBinormal;
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in vec2 vUV0;
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in vec4 vColor;
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in vec4 vBone;
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in vec4 vWeight;
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in vec2 vUV1;
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in vec2 vUV2;
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out vec3 objectPosition;
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out vec2 f_texcoord0;
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out vec2 f_texcoord1;
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out vec2 f_texcoord2;
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out vec2 f_texcoord3;
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out vec3 normal;
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out vec4 vertexColor;
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out vec3 position;
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out vec3 tangent;
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out vec3 binormal;
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out vec3 boneWeightsColored;
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// Skinning uniforms
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uniform mat4 bones[190];
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uniform mat4 mtxCam;
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uniform mat4 mtxMdl;
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uniform mat4 previewScale;
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// Bone Weight Display
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uniform sampler2D weightRamp1;
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uniform sampler2D weightRamp2;
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uniform int selectedBoneIndex;
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uniform int debugOption;
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uniform int NoSkinning;
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uniform int RigidSkinning;
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uniform int SingleBoneIndex;
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2019-06-22 02:24:33 +00:00
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//Parameters
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uniform float ColorUVScaleU;
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uniform float ColorUVScaleV;
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uniform float ColorUVTranslateU;
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uniform float ColorUVTranslateV;
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2019-06-21 22:18:22 +00:00
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vec4 skin(vec3 pos, ivec4 index)
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{
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vec4 newPosition = vec4(pos.xyz, 1.0);
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newPosition = bones[index.x] * vec4(pos, 1.0) * vWeight.x;
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newPosition += bones[index.y] * vec4(pos, 1.0) * vWeight.y;
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newPosition += bones[index.z] * vec4(pos, 1.0) * vWeight.z;
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if (vWeight.w < 1) //Necessary. Bones may scale weirdly without
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newPosition += bones[index.w] * vec4(pos, 1.0) * vWeight.w;
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return newPosition;
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}
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vec3 skinNRM(vec3 nr, ivec4 index)
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{
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vec3 newNormal = vec3(0);
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newNormal = mat3(bones[index.x]) * nr * vWeight.x;
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newNormal += mat3(bones[index.y]) * nr * vWeight.y;
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newNormal += mat3(bones[index.z]) * nr * vWeight.z;
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newNormal += mat3(bones[index.w]) * nr * vWeight.w;
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return newNormal;
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}
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vec3 BoneWeightColor(float weights)
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{
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float rampInputLuminance = weights;
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rampInputLuminance = clamp((rampInputLuminance), 0.001, 0.999);
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if (debugOption == 1) // Greyscale
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return vec3(weights);
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else if (debugOption == 2) // Color 1
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return texture(weightRamp1, vec2(1 - rampInputLuminance, 0.50)).rgb;
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else // Color 2
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return texture(weightRamp2, vec2(1 - rampInputLuminance, 0.50)).rgb;
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}
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float BoneWeightDisplay(ivec4 index)
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{
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float weight = 0;
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if (selectedBoneIndex == index.x)
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weight += vWeight.x;
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if (selectedBoneIndex == index.y)
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weight += vWeight.y;
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if (selectedBoneIndex == index.z)
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weight += vWeight.z;
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if (selectedBoneIndex == index.w)
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weight += vWeight.w;
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if (selectedBoneIndex == index.x && RigidSkinning == 1)
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weight = 1;
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if (selectedBoneIndex == SingleBoneIndex && NoSkinning == 1)
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weight = 1;
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return weight;
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}
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void main()
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{
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ivec4 index = ivec4(vBone);
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vec4 objPos = vec4(vPosition.xyz, 1.0);
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if (vBone.x != -1.0)
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objPos = skin(vPosition, index);
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if(vBone.x != -1.0)
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normal = normalize((skinNRM(vNormal.xyz, index)).xyz);
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vec4 position = mtxCam * mtxMdl * vec4(objPos.xyz, 1.0);
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normal = vNormal;
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vertexColor = vColor;
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position = objPos;
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f_texcoord0 = vUV0;
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f_texcoord1 = vUV1;
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f_texcoord2 = vUV2;
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tangent = vTangent;
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position = mtxCam * mtxMdl * vec4(vPosition.xyz, 1.0);
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2019-06-22 02:24:33 +00:00
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f_texcoord0.x *= ColorUVScaleU + ColorUVTranslateU;
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f_texcoord0.y *= ColorUVScaleV + ColorUVTranslateV;
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2019-06-21 22:18:22 +00:00
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gl_Position = position;
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objectPosition = position.xyz;
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float totalWeight = BoneWeightDisplay(index);
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boneWeightsColored = BoneWeightColor(totalWeight).rgb;
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}
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