mdx-m3-viewer
Version:
A browser WebGL model viewer. Mainly focused on models of the games Warcraft 3 and Starcraft 2.
129 lines (101 loc) • 3.38 kB
JavaScript
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
const bonetexture_glsl_1 = require("../../shaders/bonetexture.glsl");
const shader = `
uniform mat4 u_VP;
uniform mat4 u_MV;
uniform vec3 u_eyePos;
uniform vec3 u_lightPos;
uniform float u_firstBoneLookupIndex;
uniform float u_boneWeightPairsCount;
uniform vec3 u_teamColors[14];
uniform float u_teamColor;
uniform vec4 u_vertexColor;
attribute vec3 a_position;
attribute vec4 a_normal;
attribute vec2 a_uv0;
attribute vec2 a_uv1;
attribute vec2 a_uv1, a_uv2;
attribute vec2 a_uv1, a_uv2, a_uv3;
attribute vec4 a_tangent;
attribute vec4 a_bones;
attribute vec4 a_weights;
varying vec3 v_normal;
varying vec4 v_uv[2]; // Pack 4 vec2 in 2 vec4, to reduce the varyings count
varying vec3 v_lightDir;
// varying vec3 v_eyeVec;
varying vec3 v_halfVec;
varying vec3 v_teamColor;
varying vec4 v_vertexColor;
${bonetexture_glsl_1.default}
vec3 TBN(vec3 vector, vec3 tangent, vec3 binormal, vec3 normal) {
return vec3(dot(vector, tangent), dot(vector, binormal), dot(vector, normal));
}
vec4 decodeVector(vec4 v) {
return ((v / 255.0) * 2.0) - 1.0;
}
void transform(inout vec3 position, inout vec3 normal, inout vec3 tangent, inout vec3 binormal, vec4 bones, vec4 weights) {
if (u_boneWeightPairsCount > 0.0) {
mat4 bone;
if (u_boneWeightPairsCount == 1.0) {
bone = fetchMatrix(bones[0], 0.0);
} else {
bone += fetchMatrix(bones[0], 0.0) * weights[0];
bone += fetchMatrix(bones[1], 0.0) * weights[1];
bone += fetchMatrix(bones[2], 0.0) * weights[2];
bone += fetchMatrix(bones[3], 0.0) * weights[3];
}
position = vec3(bone * vec4(position, 1.0));
normal = mat3(bone) * normal;
tangent = vec3(bone * vec4(tangent, 0.0));
binormal = vec3(bone * vec4(binormal, 0.0));
}
}
void main() {
vec4 decodedNormal = decodeVector(a_normal);
vec3 position = a_position;
vec3 normal = decodedNormal.xyz;
vec3 tangent = vec3(decodeVector(a_tangent));
vec3 binormal = cross(normal, tangent) * decodedNormal.w;
transform(position, normal, tangent, binormal, a_bones + u_firstBoneLookupIndex, a_weights / 255.0);
vec3 position_mv = vec3(u_MV * vec4(position, 1));
mat3 mv = mat3(u_MV);
vec3 t = normalize(mv * tangent);
vec3 b = normalize(mv * binormal);
vec3 n = normalize(mv * normal);
vec3 lightDir = normalize(u_lightPos - position_mv);
v_lightDir = normalize(TBN(lightDir, t, b, n));
vec3 eyeVec = normalize(u_eyePos - position_mv);
vec3 halfVec = normalize(eyeVec - u_lightPos);
// v_eyeVec = TBN(eyeVec, t, b, n);
v_halfVec = TBN(halfVec, t, b, n);
v_normal = n;
vec4 uv0, uv1;
uv0.xy = a_uv0 / 2048.0;
uv0.zw = a_uv1 / 2048.0;
uv0.zw = a_uv1 / 2048.0;
uv1.xy = a_uv2 / 2048.0;
uv0.zw = a_uv1 / 2048.0;
uv1.xy = a_uv2 / 2048.0;
uv1.zw = a_uv3 / 2048.0;
v_uv[0] = uv0;
v_uv[1] = uv1;
v_teamColor = u_teamColors[int(u_teamColor)];
v_vertexColor = u_vertexColor;
gl_Position = u_VP * vec4(position, 1.0);
}
`;
exports.default = shader;
//# sourceMappingURL=standard.vert.js.map