182 lines
5.5 KiB
Plaintext
182 lines
5.5 KiB
Plaintext
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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struct VertexInput {
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vec4 position;
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vec3 normal;
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vec4 tangent;
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vec2 texcoord;
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uvec4 joints;
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vec4 weights;
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vec4 instance0;
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vec4 instance1;
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vec4 instance2;
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vec4 instance3;
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vec4 instanceColor;
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};
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struct VertexOutput {
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vec4 position;
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vec3 worldPos;
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vec3 view;
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vec2 texcoord;
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vec2 texcoord2;
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vec4 color;
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vec4 instanceColor;
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vec3 normal;
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vec3 tangent;
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vec3 bitangent;
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};
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struct Camera {
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mat4 projection;
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mat4 inverseProjection;
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mat4 view;
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vec3 position;
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float time;
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vec2 outputSize;
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float zNear;
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float zFar;
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};
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layout (binding = 0) uniform Camera_1 {
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mat4 projection;
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mat4 inverseProjection;
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mat4 view;
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vec3 position;
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float time;
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vec2 outputSize;
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float zNear;
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float zFar;
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} camera;
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layout (binding = 1) buffer Joints_1 {
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mat4 matrices[];
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} joint;
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layout (binding = 2) buffer Joints_2 {
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mat4 matrices[];
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} inverseBind;
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mat4 getSkinMatrix(VertexInput tint_symbol) {
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mat4 joint0 = (joint.matrices[tint_symbol.joints.x] * inverseBind.matrices[tint_symbol.joints.x]);
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mat4 joint1 = (joint.matrices[tint_symbol.joints.y] * inverseBind.matrices[tint_symbol.joints.y]);
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mat4 joint2 = (joint.matrices[tint_symbol.joints.z] * inverseBind.matrices[tint_symbol.joints.z]);
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mat4 joint3 = (joint.matrices[tint_symbol.joints.w] * inverseBind.matrices[tint_symbol.joints.w]);
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mat4 skinMatrix = ((((joint0 * tint_symbol.weights.x) + (joint1 * tint_symbol.weights.y)) + (joint2 * tint_symbol.weights.z)) + (joint3 * tint_symbol.weights.w));
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return skinMatrix;
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}
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struct tint_symbol_3 {
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vec4 position;
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vec3 normal;
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vec4 tangent;
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vec2 texcoord;
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uvec4 joints;
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vec4 weights;
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vec4 instance0;
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vec4 instance1;
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vec4 instance2;
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vec4 instance3;
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vec4 instanceColor;
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};
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struct tint_symbol_4 {
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vec3 worldPos;
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vec3 view;
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vec2 texcoord;
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vec2 texcoord2;
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vec4 color;
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vec4 instanceColor;
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vec3 normal;
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vec3 tangent;
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vec3 bitangent;
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vec4 position;
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};
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VertexOutput vertexMain_inner(VertexInput tint_symbol) {
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VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f));
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mat4 modelMatrix = getSkinMatrix(tint_symbol);
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tint_symbol_1.normal = normalize((modelMatrix * vec4(tint_symbol.normal, 0.0f)).xyz);
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tint_symbol_1.tangent = normalize((modelMatrix * vec4(tint_symbol.tangent.xyz, 0.0f)).xyz);
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tint_symbol_1.bitangent = (cross(tint_symbol_1.normal, tint_symbol_1.tangent) * tint_symbol.tangent.w);
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tint_symbol_1.color = vec4(1.0f);
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tint_symbol_1.texcoord = tint_symbol.texcoord;
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tint_symbol_1.instanceColor = tint_symbol.instanceColor;
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vec4 modelPos = (modelMatrix * tint_symbol.position);
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tint_symbol_1.worldPos = modelPos.xyz;
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tint_symbol_1.view = (camera.position - modelPos.xyz);
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tint_symbol_1.position = ((camera.projection * camera.view) * modelPos);
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return tint_symbol_1;
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}
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tint_symbol_4 vertexMain(tint_symbol_3 tint_symbol_2) {
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VertexInput tint_symbol_5 = VertexInput(tint_symbol_2.position, tint_symbol_2.normal, tint_symbol_2.tangent, tint_symbol_2.texcoord, tint_symbol_2.joints, tint_symbol_2.weights, tint_symbol_2.instance0, tint_symbol_2.instance1, tint_symbol_2.instance2, tint_symbol_2.instance3, tint_symbol_2.instanceColor);
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VertexOutput inner_result = vertexMain_inner(tint_symbol_5);
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tint_symbol_4 wrapper_result = tint_symbol_4(vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.position = inner_result.position;
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wrapper_result.worldPos = inner_result.worldPos;
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wrapper_result.view = inner_result.view;
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wrapper_result.texcoord = inner_result.texcoord;
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wrapper_result.texcoord2 = inner_result.texcoord2;
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wrapper_result.color = inner_result.color;
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wrapper_result.instanceColor = inner_result.instanceColor;
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wrapper_result.normal = inner_result.normal;
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wrapper_result.tangent = inner_result.tangent;
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wrapper_result.bitangent = inner_result.bitangent;
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return wrapper_result;
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}
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in vec4 position;
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in vec3 normal;
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in vec4 tangent;
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in vec2 texcoord;
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in uvec4 joints;
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in vec4 weights;
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in vec4 instance0;
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in vec4 instance1;
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in vec4 instance2;
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in vec4 instance3;
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in vec4 instanceColor;
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out vec3 worldPos;
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out vec3 view;
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out vec2 texcoord;
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out vec2 texcoord2;
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out vec4 color;
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out vec4 instanceColor;
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out vec3 normal;
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out vec3 tangent;
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out vec3 bitangent;
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void main() {
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tint_symbol_3 inputs;
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inputs.position = position;
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inputs.normal = normal;
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inputs.tangent = tangent;
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inputs.texcoord = texcoord;
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inputs.joints = joints;
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inputs.weights = weights;
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inputs.instance0 = instance0;
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inputs.instance1 = instance1;
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inputs.instance2 = instance2;
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inputs.instance3 = instance3;
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inputs.instanceColor = instanceColor;
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tint_symbol_4 outputs;
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outputs = vertexMain(inputs);
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worldPos = outputs.worldPos;
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view = outputs.view;
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texcoord = outputs.texcoord;
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texcoord2 = outputs.texcoord2;
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color = outputs.color;
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instanceColor = outputs.instanceColor;
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normal = outputs.normal;
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tangent = outputs.tangent;
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bitangent = outputs.bitangent;
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gl_Position = outputs.position;
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gl_Position.y = -gl_Position.y;
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}
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Error parsing GLSL shader:
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ERROR: 0:138: 'texcoord' : redefinition
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ERROR: 1 compilation errors. No code generated.
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