godot/drivers/gles3/shaders/blend_shape.glsl
Omar El Sheikh 50ed674ec2 Fix Blend Shapes when Octahedral Compression is Used
Blend shapes did not take into account octahedral compressed vertex
attribute layouts and this resulted in incorrect lighting on the
resulting blended mesh

Now make the blend_shapes shader octahedral compression aware!
2021-12-22 10:00:12 -05:00

227 lines
4.4 KiB
GLSL

/* clang-format off */
[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;
/* clang-format on */
#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
layout(location = 2) in vec4 normal_tangent_attrib;
#else
layout(location = 1) in vec3 normal_attrib;
#endif
#ifdef ENABLE_TANGENT
#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
// packed into normal_attrib zw component
#else
layout(location = 2) in vec4 tangent_attrib;
#endif
#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;
#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
return normalize(v);
}
#endif
void main() {
#ifdef ENABLE_BLEND
vertex_out = vertex_attrib_blend + vertex_attrib * blend_amount;
#ifdef ENABLE_NORMAL
#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
normal_out = normal_attrib_blend + oct_to_vec3(normal_tangent_attrib.xy) * blend_amount;
#else
normal_out = normal_attrib_blend + normal_attrib * blend_amount;
#endif
#endif
#ifdef ENABLE_TANGENT
#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
tangent_out.xyz = tangent_attrib_blend.xyz + oct_to_vec3(vec2(normal_tangent_attrib.z, abs(normal_tangent_attrib.w) * 2.0 - 1.0)) * blend_amount;
tangent_out.w = sign(tangent_attrib_blend.w);
#else
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
#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
#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
normal_out = oct_to_vec3(normal_tangent_attrib.xy) * blend_amount;
#else
normal_out = normal_attrib * blend_amount;
#endif
#endif
#ifdef ENABLE_TANGENT
#ifdef ENABLE_OCTAHEDRAL_COMPRESSION
tangent_out.xyz = oct_to_vec3(vec2(normal_tangent_attrib.z, abs(normal_tangent_attrib.w) * 2.0 - 1.0)) * blend_amount;
tangent_out.w = sign(normal_tangent_attrib.w);
#else
tangent_out.xyz = tangent_attrib.xyz * blend_amount;
tangent_out.w = tangent_attrib.w; //just copy, no point in blending his
#endif
#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);
}
/* clang-format off */
[fragment]
void main() {
}
/* clang-format on */