attribute vec4 iPos; attribute vec3 iNormal; attribute vec4 iColor; attribute vec2 iTexCoord; attribute vec2 iTexCoord2; attribute vec3 iCubeTexCoord; attribute vec4 iCubeTexCoord2; attribute vec4 iTangent; attribute vec4 iBlendWeights; attribute vec4 iBlendIndices; mat4 GetSkinMatrix(vec4 blendWeights, vec4 blendIndices) { ivec4 idx = ivec4(blendIndices) * 3; const vec4 lastColumn = vec4(0.0, 0.0, 0.0, 1.0); return mat4(cSkinMatrices[idx.x], cSkinMatrices[idx.x + 1], cSkinMatrices[idx.x + 2], lastColumn) * blendWeights.x + mat4(cSkinMatrices[idx.y], cSkinMatrices[idx.y + 1], cSkinMatrices[idx.y + 2], lastColumn) * blendWeights.y + mat4(cSkinMatrices[idx.z], cSkinMatrices[idx.z + 1], cSkinMatrices[idx.z + 2], lastColumn) * blendWeights.z + mat4(cSkinMatrices[idx.w], cSkinMatrices[idx.w + 1], cSkinMatrices[idx.w + 2], lastColumn) * blendWeights.w; } mat3 GetNormalMatrix(mat4 modelMatrix) { return mat3(modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz); } vec2 GetTexCoord(vec2 texCoord) { return vec2(dot(texCoord, cUOffset.xy) + cUOffset.w, dot(texCoord, cVOffset.xy) + cVOffset.w); } vec4 GetClipPos(vec3 worldPos) { return cViewProj * vec4(worldPos, 1.0); } float GetZonePos(vec3 worldPos) { return clamp((cZone * vec4(worldPos, 1.0)).z, 0.0, 1.0); } float GetDepth(vec4 clipPos) { return dot(clipPos.zw, cDepthMode.zw); } vec3 GetBillboardPos(vec4 iPos, vec2 iSize) { return vec3(iPos.xyz + iSize.x * cViewRightVector + iSize.y * cViewUpVector); } vec3 GetBillboardNormal() { return vec3(-cCameraRot[2][0], -cCameraRot[2][1], -cCameraRot[2][2]); } #ifdef SKINNED #define iModelMatrix GetSkinMatrix(iBlendWeights, iBlendIndices) #else #define iModelMatrix cModel #endif vec3 GetWorldPos(mat4 modelMatrix) { #if defined(BILLBOARD) return GetBillboardPos(iPos, iTexCoord2); #elif defined(SKINNED) return (iPos * modelMatrix).xyz; #else return (modelMatrix * iPos).xyz; #endif } vec3 GetWorldNormal(mat4 modelMatrix) { #if defined(BILLBOARD) return GetBillboardNormal(); #elif defined(SKINNED) return normalize(iNormal * GetNormalMatrix(modelMatrix)); #else return normalize(GetNormalMatrix(modelMatrix) * iNormal); #endif } vec3 GetWorldTangent(mat4 modelMatrix) { mat3 normalMatrix = GetNormalMatrix(modelMatrix); #ifdef SKINNED return normalize(iTangent.xyz * normalMatrix); #else return normalize(normalMatrix * iTangent.xyz); #endif }