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ios/cocos2d/cocos/renderer/shaders/3D_positionTexture.vert 3.79 KB
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
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  /****************************************************************************
   Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
  
   http://www.cocos2d-x.org
  
   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software and associated documentation files (the "Software"), to deal
   in the Software without restriction, including without limitation the rights
   to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   copies of the Software, and to permit persons to whom the Software is
   furnished to do so, subject to the following conditions:
  
   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.
  
   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
   THE SOFTWARE.
   ****************************************************************************/
   
  
  const char* CC3D_positionTexture_vert = R"(
  
  attribute vec4 a_position;
  attribute vec2 a_texCoord;
  
  varying vec2 TextureCoordOut;
  
  uniform mat4 u_MVPMatrix;
  
  void main(void)
  {
      gl_Position = u_MVPMatrix * a_position;
      TextureCoordOut = a_texCoord;
      TextureCoordOut.y = 1.0 - TextureCoordOut.y;
  }
  )";
  
  const char* CC3D_skinPositionTexture_vert = R"(
  attribute vec3 a_position;
  
  attribute vec4 a_blendWeight;
  attribute vec4 a_blendIndex;
  
  attribute vec2 a_texCoord;
  
  const int SKINNING_JOINT_COUNT = 60;
  // Uniforms
  uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
  uniform mat4 u_MVPMatrix;
  
  // Varyings
  varying vec2 TextureCoordOut;
  
  vec4 getPosition()
  {
      float blendWeight = a_blendWeight[0];
  
      int matrixIndex = int (a_blendIndex[0]) * 3;
      vec4 matrixPalette1 = u_matrixPalette[matrixIndex] * blendWeight;
      vec4 matrixPalette2 = u_matrixPalette[matrixIndex + 1] * blendWeight;
      vec4 matrixPalette3 = u_matrixPalette[matrixIndex + 2] * blendWeight;
  
  
      blendWeight = a_blendWeight[1];
      if (blendWeight > 0.0)
      {
          matrixIndex = int(a_blendIndex[1]) * 3;
          matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
          matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
          matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
  
          blendWeight = a_blendWeight[2];
          if (blendWeight > 0.0)
          {
              matrixIndex = int(a_blendIndex[2]) * 3;
              matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
              matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
              matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
  
              blendWeight = a_blendWeight[3];
              if (blendWeight > 0.0)
              {
                  matrixIndex = int(a_blendIndex[3]) * 3;
                  matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
                  matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
                  matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
              }
          }
      }
  
      vec4 _skinnedPosition;
      vec4 position = vec4(a_position, 1.0);
      _skinnedPosition.x = dot(position, matrixPalette1);
      _skinnedPosition.y = dot(position, matrixPalette2);
      _skinnedPosition.z = dot(position, matrixPalette3);
      _skinnedPosition.w = position.w;
  
      return _skinnedPosition;
  }
  
  void main()
  {
      vec4 position = getPosition();
      gl_Position = u_MVPMatrix * position;
  
      TextureCoordOut = a_texCoord;
      TextureCoordOut.y = 1.0 - TextureCoordOut.y;
  }
  
  )";