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path: root/drivers/gles3/shaders/blend_shape.glsl
blob: 4e0d06682351df5e36059abf2604106019bf211e (plain)
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[vertex]


/*
from VisualServer:

ARRAY_VERTEX=0,
ARRAY_NORMAL=1,
ARRAY_TANGENT=2,
ARRAY_COLOR=3,
ARRAY_TEX_UV=4,
ARRAY_TEX_UV2=5,
ARRAY_BONES=6,
ARRAY_WEIGHTS=7,
ARRAY_INDEX=8,
*/

#ifdef USE_2D_VERTEX
#define VFORMAT vec2
#else
#define VFORMAT vec3
#endif

/* INPUT ATTRIBS */

layout(location=0) in highp VFORMAT vertex_attrib;
layout(location=1) in vec3 normal_attrib;

#ifdef ENABLE_TANGENT
layout(location=2) in vec4 tangent_attrib;
#endif

#ifdef ENABLE_COLOR
layout(location=3) in vec4 color_attrib;
#endif

#ifdef ENABLE_UV
layout(location=4) in vec2 uv_attrib;
#endif

#ifdef ENABLE_UV2
layout(location=5) in vec2 uv2_attrib;
#endif

#ifdef ENABLE_SKELETON
layout(location=6) in ivec4 bone_attrib;
layout(location=7) in vec4 weight_attrib;
#endif

/* BLEND ATTRIBS */

#ifdef ENABLE_BLEND

layout(location=8) in highp VFORMAT vertex_attrib_blend;
layout(location=9) in vec3 normal_attrib_blend;

#ifdef ENABLE_TANGENT
layout(location=10) in vec4 tangent_attrib_blend;
#endif

#ifdef ENABLE_COLOR
layout(location=11) in vec4 color_attrib_blend;
#endif

#ifdef ENABLE_UV
layout(location=12) in vec2 uv_attrib_blend;
#endif

#ifdef ENABLE_UV2
layout(location=13) in vec2 uv2_attrib_blend;
#endif

#ifdef ENABLE_SKELETON
layout(location=14) in ivec4 bone_attrib_blend;
layout(location=15) in vec4 weight_attrib_blend;
#endif

#endif

/* OUTPUTS */

out VFORMAT vertex_out; //tfb:

#ifdef ENABLE_NORMAL
out vec3 normal_out; //tfb:ENABLE_NORMAL
#endif

#ifdef ENABLE_TANGENT
out vec4 tangent_out; //tfb:ENABLE_TANGENT
#endif

#ifdef ENABLE_COLOR
out vec4 color_out; //tfb:ENABLE_COLOR
#endif

#ifdef ENABLE_UV
out vec2 uv_out; //tfb:ENABLE_UV
#endif

#ifdef ENABLE_UV2
out vec2 uv2_out; //tfb:ENABLE_UV2
#endif

#ifdef ENABLE_SKELETON
out ivec4 bone_out; //tfb:ENABLE_SKELETON
out vec4 weight_out; //tfb:ENABLE_SKELETON
#endif

uniform float blend_amount;

void main() {


#ifdef ENABLE_BLEND

	vertex_out = vertex_attrib_blend + vertex_attrib * blend_amount;

#ifdef ENABLE_NORMAL
	normal_out = normal_attrib_blend + normal_attrib * blend_amount;
#endif

#ifdef ENABLE_TANGENT

	tangent_out.xyz = tangent_attrib_blend.xyz + tangent_attrib.xyz * blend_amount;
	tangent_out.w = tangent_attrib_blend.w; //just copy, no point in blending his
#endif

#ifdef ENABLE_COLOR

	color_out = color_attrib_blend + color_attrib * blend_amount;
#endif

#ifdef ENABLE_UV

	uv_out = uv_attrib_blend + uv_attrib * blend_amount;
#endif

#ifdef ENABLE_UV2

	uv2_out = uv2_attrib_blend + uv2_attrib * blend_amount;
#endif


#ifdef ENABLE_SKELETON

	bone_out = bone_attrib_blend;
	weight_out = weight_attrib_blend + weight_attrib * blend_amount;
#endif

#else //ENABLE_BLEND


	vertex_out = vertex_attrib * blend_amount;

#ifdef ENABLE_NORMAL
	normal_out = normal_attrib * blend_amount;
#endif

#ifdef ENABLE_TANGENT

	tangent_out.xyz = tangent_attrib.xyz * blend_amount;
	tangent_out.w = tangent_attrib.w; //just copy, no point in blending his
#endif

#ifdef ENABLE_COLOR

	color_out = color_attrib * blend_amount;
#endif

#ifdef ENABLE_UV

	uv_out = uv_attrib * blend_amount;
#endif

#ifdef ENABLE_UV2

	uv2_out = uv2_attrib * blend_amount;
#endif


#ifdef ENABLE_SKELETON

	bone_out = bone_attrib;
	weight_out = weight_attrib * blend_amount;
#endif

#endif
	gl_Position = vec4(0.0);
}

[fragment]


void main() {

}