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// [COMBO] {"combo":"SKINNING"}
// [COMBO] {"combo":"MORPHING"}
// [COMBO] {"combo":"MORPHING_NORMALS"}
// [COMBO] {"combo":"BONECOUNT"}
uniform mat4 g_ModelMatrix;
uniform mat4 g_ViewportViewProjectionMatrices[6];
in uint gl_InstanceID;
varying uint gl_ViewportIndex;
attribute vec3 a_Position;
#if SKINNING
uniform mat4x3 g_Bones[BONECOUNT];
attribute uvec4 a_BlendIndices;
attribute vec4 a_BlendWeights;
#endif
#if MORPHING
#if HLSL
in uint gl_VertexID;
#endif
uniform sampler2D g_Texture1; // {"material":"morph"}
uniform vec4 g_Texture1Resolution;
uniform uint g_MorphOffsets[12];
uniform float g_MorphWeights[12];
#endif
#if ALPHATOCOVERAGE
attribute vec2 a_TexCoord;
varying vec2 v_TexCoord;
#endif
void main() {
#if ALPHATOCOVERAGE
v_TexCoord = a_TexCoord;
#endif
vec3 localPos = a_Position;
#if MORPHING
vec2 texture5ResolutionInv = 1.0 / g_Texture1Resolution.xy;
vec3 morphPos = CAST3(0.0);
for (uint morphTarget = 0u; morphTarget < g_MorphOffsets[0] % 12u; ++morphTarget)
{
uint morphMapOffset = gl_VertexID + g_MorphOffsets[1u + morphTarget];
vec2 offset = 0.5 * texture5ResolutionInv;
#if MORPHING_NORMALS
uint morphMapIndex = (morphMapOffset * 6u) / 4u;
float morphMapFlip = CASTF((morphMapOffset * 6u) % 4u);
uint morphPixel1x = morphMapIndex % CASTU(g_Texture1Resolution.x);
uint morphPixel1y = morphMapIndex / CASTU(g_Texture1Resolution.y);
uint morphPixel2x = (morphMapIndex + 1u) % CASTU(g_Texture1Resolution.x);
uint morphPixel2y = (morphMapIndex + 1u) / CASTU(g_Texture1Resolution.y);
vec4 morphCol1 = texSample2DLod(g_Texture1, vec2(morphPixel1x, morphPixel1y) * texture5ResolutionInv + offset, 0.0);
vec4 morphCol2 = texSample2DLod(g_Texture1, vec2(morphPixel2x, morphPixel2y) * texture5ResolutionInv + offset, 0.0);
vec3 posDeltaV1 = morphCol1.xyz;
vec3 posDeltaV2 = vec3(morphCol1.zw, morphCol2.x);
vec3 posDelta = mix(posDeltaV1, posDeltaV2, step(1.0, morphMapFlip));
morphPos += posDelta.rgb * g_MorphWeights[1u + morphTarget];
#else
uint morphMapIndex = (morphMapOffset * 3u) / 4u;
float morphMapFlip = CASTF((morphMapOffset * 3u) % 4u);
uint morphPixel1x = morphMapIndex % CASTU(g_Texture1Resolution.x);
uint morphPixel1y = morphMapIndex / CASTU(g_Texture1Resolution.y);
uint morphPixel2x = (morphMapIndex + 1u) % CASTU(g_Texture1Resolution.x);
uint morphPixel2y = (morphMapIndex + 1u) / CASTU(g_Texture1Resolution.y);
vec4 morphCol1 = texSample2DLod(g_Texture1, vec2(morphPixel1x, morphPixel1y) * texture5ResolutionInv + offset, 0.0);
vec4 morphCol2 = texSample2DLod(g_Texture1, vec2(morphPixel2x, morphPixel2y) * texture5ResolutionInv + offset, 0.0);
vec3 posDeltaV1 = morphCol1.xyz;
vec3 posDeltaV2 = vec3(morphCol1.w, morphCol2.xy);
vec3 posDeltaV3 = vec3(morphCol1.zw, morphCol2.x);
vec3 posDeltaV4 = morphCol1.yzw;
vec3 posDelta = mix(posDeltaV1, mix(posDeltaV4, mix(posDeltaV3, posDeltaV2,
step(2.5, morphMapFlip)), step(1.5, morphMapFlip)), step(0.5, morphMapFlip));
morphPos += posDelta.rgb * g_MorphWeights[1u + morphTarget];
#endif
}
localPos += morphPos * g_MorphWeights[0];
#endif
#if SKINNING
localPos = mul(vec4(localPos, 1.0), g_Bones[a_BlendIndices.x] * a_BlendWeights.x +
g_Bones[a_BlendIndices.y] * a_BlendWeights.y +
g_Bones[a_BlendIndices.z] * a_BlendWeights.z +
g_Bones[a_BlendIndices.w] * a_BlendWeights.w);
#endif
gl_Position = mul(mul(vec4(localPos, 1.0), g_ModelMatrix), g_ViewportViewProjectionMatrices[gl_InstanceID]);
gl_ViewportIndex = gl_InstanceID;
}