Removed last traces of old skeletal animation sample

This commit is contained in:
Sascha Willems 2020-06-06 14:32:28 +02:00
parent 2589566364
commit b0b299ee9c
18 changed files with 0 additions and 1313 deletions

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#version 450
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.1) * vec3(1.0) * inColor;
vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.5);
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (location = 4) in vec4 inBoneWeights;
layout (location = 5) in ivec4 inBoneIDs;
#define MAX_BONES 64
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
mat4 bones[MAX_BONES];
vec4 lightPos;
vec4 viewPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
mat4 boneTransform = ubo.bones[inBoneIDs[0]] * inBoneWeights[0];
boneTransform += ubo.bones[inBoneIDs[1]] * inBoneWeights[1];
boneTransform += ubo.bones[inBoneIDs[2]] * inBoneWeights[2];
boneTransform += ubo.bones[inBoneIDs[3]] * inBoneWeights[3];
outColor = inColor;
outUV = inUV;
gl_Position = ubo.projection * ubo.view * ubo.model * boneTransform * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(boneTransform) * inNormal;
outLightVec = ubo.lightPos.xyz - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
}

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#version 450
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerColorMap, inUV);
float distSqr = dot(inLightVec, inLightVec);
vec3 lVec = inLightVec * inversesqrt(distSqr);
const float attInvRadius = 1.0/5000.0;
float atten = max(clamp(1.0 - attInvRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
// Fake drop shadow
const float shadowInvRadius = 1.0/2500.0;
float dropshadow = max(clamp(1.0 - shadowInvRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
outFragColor = vec4(color.rgba * (1.0 - dropshadow));
outFragColor.rgb *= atten;
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
vec4 lightPos;
vec4 viewPos;
vec2 uvOffset;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV + ubo.uvOffset;
vec4 pos = vec4(inPos, 1.0);
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(pos);
outNormal = inNormal;
outLightVec = ubo.lightPos.xyz - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
}