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path: root/drivers/gles3/shaders/skeleton.glsl
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-rw-r--r--drivers/gles3/shaders/skeleton.glsl269
1 files changed, 269 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/skeleton.glsl b/drivers/gles3/shaders/skeleton.glsl
new file mode 100644
index 0000000000..a1e3c098f4
--- /dev/null
+++ b/drivers/gles3/shaders/skeleton.glsl
@@ -0,0 +1,269 @@
+/* clang-format off */
+#[modes]
+
+mode_base_pass =
+mode_blend_pass = #define MODE_BLEND_PASS
+
+#[specializations]
+
+MODE_2D = true
+USE_BLEND_SHAPES = false
+USE_SKELETON = false
+USE_NORMAL = false
+USE_TANGENT = false
+FINAL_PASS = false
+USE_EIGHT_WEIGHTS = false
+
+#[vertex]
+
+#include "stdlib_inc.glsl"
+
+#ifdef MODE_2D
+#define VFORMAT vec2
+#else
+#define VFORMAT vec3
+#endif
+
+#ifdef FINAL_PASS
+#define OFORMAT vec2
+#else
+#define OFORMAT uvec2
+#endif
+
+// These come from the source mesh and the output from previous passes.
+layout(location = 0) in highp VFORMAT in_vertex;
+#ifdef MODE_BLEND_PASS
+#ifdef USE_NORMAL
+layout(location = 1) in highp uvec2 in_normal;
+#endif
+#ifdef USE_TANGENT
+layout(location = 2) in highp uvec2 in_tangent;
+#endif
+#else // MODE_BLEND_PASS
+#ifdef USE_NORMAL
+layout(location = 1) in highp vec2 in_normal;
+#endif
+#ifdef USE_TANGENT
+layout(location = 2) in highp vec2 in_tangent;
+#endif
+#endif // MODE_BLEND_PASS
+
+#ifdef USE_SKELETON
+#ifdef USE_EIGHT_WEIGHTS
+layout(location = 10) in highp uvec4 in_bone_attrib;
+layout(location = 11) in highp uvec4 in_bone_attrib2;
+layout(location = 12) in mediump vec4 in_weight_attrib;
+layout(location = 13) in mediump vec4 in_weight_attrib2;
+#else
+layout(location = 10) in highp uvec4 in_bone_attrib;
+layout(location = 11) in mediump vec4 in_weight_attrib;
+#endif
+
+uniform mediump sampler2D skeleton_texture; // texunit:0
+#endif
+
+/* clang-format on */
+#ifdef MODE_BLEND_PASS
+layout(location = 3) in highp VFORMAT blend_vertex;
+#ifdef USE_NORMAL
+layout(location = 4) in highp vec2 blend_normal;
+#endif
+#ifdef USE_TANGENT
+layout(location = 5) in highp vec2 blend_tangent;
+#endif
+#endif // MODE_BLEND_PASS
+
+out highp VFORMAT out_vertex; //tfb:
+
+#ifdef USE_NORMAL
+flat out highp OFORMAT out_normal; //tfb:USE_NORMAL
+#endif
+#ifdef USE_TANGENT
+flat out highp OFORMAT out_tangent; //tfb:USE_TANGENT
+#endif
+
+#ifdef USE_BLEND_SHAPES
+uniform highp float blend_weight;
+uniform lowp float blend_shape_count;
+#endif
+
+vec2 signNotZero(vec2 v) {
+ return mix(vec2(-1.0), vec2(1.0), greaterThanEqual(v.xy, vec2(0.0)));
+}
+
+vec3 oct_to_vec3(vec2 oct) {
+ oct = oct * 2.0 - 1.0;
+ vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));
+ if (v.z < 0.0) {
+ v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);
+ }
+ return normalize(v);
+}
+
+vec2 vec3_to_oct(vec3 e) {
+ e /= abs(e.x) + abs(e.y) + abs(e.z);
+ vec2 oct = e.z >= 0.0f ? e.xy : (vec2(1.0f) - abs(e.yx)) * signNotZero(e.xy);
+ return oct * 0.5f + 0.5f;
+}
+
+vec4 oct_to_tang(vec2 oct_sign_encoded) {
+ // Binormal sign encoded in y component
+ vec2 oct = vec2(oct_sign_encoded.x, abs(oct_sign_encoded.y) * 2.0 - 1.0);
+ return vec4(oct_to_vec3(oct), sign(oct_sign_encoded.y));
+}
+
+vec2 tang_to_oct(vec4 base) {
+ vec2 oct = vec3_to_oct(base.xyz);
+ // Encode binormal sign in y component
+ oct.y = oct.y * 0.5f + 0.5f;
+ oct.y = base.w >= 0.0f ? oct.y : 1.0 - oct.y;
+ return oct;
+}
+
+// Our original input for normals and tangents is 2 16-bit floats.
+// Transform Feedback has to write out 32-bits per channel.
+// Octahedral compression requires normalized vectors, but we need to store
+// non-normalized vectors until the very end.
+// Therefore, we will compress our normals into 16 bits using signed-normalized
+// fixed point precision. This works well, because we know that each normal
+// is no larger than |1| so we can normalize by dividing by the number of blend
+// shapes.
+uvec2 vec4_to_vec2(vec4 p_vec) {
+ return uvec2(packSnorm2x16(p_vec.xy), packSnorm2x16(p_vec.zw));
+}
+
+vec4 vec2_to_vec4(uvec2 p_vec) {
+ return vec4(unpackSnorm2x16(p_vec.x), unpackSnorm2x16(p_vec.y));
+}
+
+void main() {
+#ifdef MODE_2D
+ out_vertex = in_vertex;
+
+#ifdef USE_BLEND_SHAPES
+#ifdef MODE_BLEND_PASS
+ out_vertex = in_vertex + blend_vertex * blend_weight;
+#else
+ out_vertex = in_vertex * blend_weight;
+#endif
+#ifdef FINAL_PASS
+ out_vertex = normalize(out_vertex);
+#endif
+#endif // USE_BLEND_SHAPES
+
+#ifdef USE_SKELETON
+
+#define TEX(m) texelFetch(skeleton_texture, ivec2(m % 256u, m / 256u), 0)
+#define GET_BONE_MATRIX(a, b, w) mat2x4(TEX(a), TEX(b)) * w
+
+ uvec4 bones = in_bone_attrib * uvec4(2u);
+ uvec4 bones_a = bones + uvec4(1u);
+
+ highp mat2x4 m = GET_BONE_MATRIX(bones.x, bones_a.x, in_weight_attrib.x);
+ m += GET_BONE_MATRIX(bones.y, bones_a.y, in_weight_attrib.y);
+ m += GET_BONE_MATRIX(bones.z, bones_a.z, in_weight_attrib.z);
+ m += GET_BONE_MATRIX(bones.w, bones_a.w, in_weight_attrib.w);
+
+ mat4 bone_matrix = mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+
+ //reverse order because its transposed
+ out_vertex = (vec4(out_vertex, 0.0, 1.0) * bone_matrix).xy;
+#endif // USE_SKELETON
+
+#else // MODE_2D
+
+#ifdef USE_BLEND_SHAPES
+#ifdef MODE_BLEND_PASS
+ out_vertex = in_vertex + blend_vertex * blend_weight;
+
+#ifdef USE_NORMAL
+ vec3 normal = vec2_to_vec4(in_normal).xyz * blend_shape_count;
+ vec3 normal_blend = oct_to_vec3(blend_normal) * blend_weight;
+#ifdef FINAL_PASS
+ out_normal = vec3_to_oct(normalize(normal + normal_blend));
+#else
+ out_normal = vec4_to_vec2(vec4(normal + normal_blend, 0.0) / blend_shape_count);
+#endif
+#endif // USE_NORMAL
+
+#ifdef USE_TANGENT
+ vec4 tangent = vec2_to_vec4(in_tangent) * blend_shape_count;
+ vec4 tangent_blend = oct_to_tang(blend_tangent) * blend_weight;
+#ifdef FINAL_PASS
+ out_tangent = tang_to_oct(vec4(normalize(tangent.xyz + tangent_blend.xyz), tangent.w));
+#else
+ out_tangent = vec4_to_vec2(vec4((tangent.xyz + tangent_blend.xyz) / blend_shape_count, tangent.w));
+#endif
+#endif // USE_TANGENT
+
+#else // MODE_BLEND_PASS
+ out_vertex = in_vertex * blend_weight;
+
+#ifdef USE_NORMAL
+ vec3 normal = oct_to_vec3(in_normal);
+ out_normal = vec4_to_vec2(vec4(normal * blend_weight / blend_shape_count, 0.0));
+#endif
+#ifdef USE_TANGENT
+ vec4 tangent = oct_to_tang(in_tangent);
+ out_tangent = vec4_to_vec2(vec4(tangent.rgb * blend_weight / blend_shape_count, tangent.w));
+#endif
+#endif // MODE_BLEND_PASS
+#else // USE_BLEND_SHAPES
+
+ // Make attributes available to the skeleton shader if not written by blend shapes.
+ out_vertex = in_vertex;
+#ifdef USE_NORMAL
+ out_normal = in_normal;
+#endif
+#ifdef USE_TANGENT
+ out_tangent = in_tangent;
+#endif
+#endif // USE_BLEND_SHAPES
+
+#ifdef USE_SKELETON
+
+#define TEX(m) texelFetch(skeleton_texture, ivec2(m % 256u, m / 256u), 0)
+#define GET_BONE_MATRIX(a, b, c, w) mat4(TEX(a), TEX(b), TEX(c), vec4(0.0, 0.0, 0.0, 1.0)) * w
+
+ uvec4 bones = in_bone_attrib * uvec4(3);
+ uvec4 bones_a = bones + uvec4(1);
+ uvec4 bones_b = bones + uvec4(2);
+
+ highp mat4 m;
+ m = GET_BONE_MATRIX(bones.x, bones_a.x, bones_b.x, in_weight_attrib.x);
+ m += GET_BONE_MATRIX(bones.y, bones_a.y, bones_b.y, in_weight_attrib.y);
+ m += GET_BONE_MATRIX(bones.z, bones_a.z, bones_b.z, in_weight_attrib.z);
+ m += GET_BONE_MATRIX(bones.w, bones_a.w, bones_b.w, in_weight_attrib.w);
+
+#ifdef USE_EIGHT_WEIGHTS
+ bones = in_bone_attrib2 * uvec4(3);
+ bones_a = bones + uvec4(1);
+ bones_b = bones + uvec4(2);
+
+ m += GET_BONE_MATRIX(bones.x, bones_a.x, bones_b.x, in_weight_attrib2.x);
+ m += GET_BONE_MATRIX(bones.y, bones_a.y, bones_b.y, in_weight_attrib2.y);
+ m += GET_BONE_MATRIX(bones.z, bones_a.z, bones_b.z, in_weight_attrib2.z);
+ m += GET_BONE_MATRIX(bones.w, bones_a.w, bones_b.w, in_weight_attrib2.w);
+#endif
+
+ // Reverse order because its transposed.
+ out_vertex = (vec4(out_vertex, 1.0) * m).xyz;
+#ifdef USE_NORMAL
+ vec3 vertex_normal = oct_to_vec3(out_normal);
+ out_normal = vec3_to_oct(normalize((vec4(vertex_normal, 0.0) * m).xyz));
+#endif // USE_NORMAL
+#ifdef USE_TANGENT
+ vec4 vertex_tangent = oct_to_tang(out_tangent);
+ out_tangent = tang_to_oct(vec4(normalize((vec4(vertex_tangent.xyz, 0.0) * m).xyz), vertex_tangent.w));
+#endif // USE_TANGENT
+#endif // USE_SKELETON
+#endif // MODE_2D
+}
+
+/* clang-format off */
+#[fragment]
+
+void main() {
+
+}
+/* clang-format on */