dark-hammer / data / shaders / glsl / csm.vs.glsl

 * Copyright (c) 2013, Sepehr Taghdisian
 * All rights reserved.
 * Redistribution and use in source and binary forms, with or without modification, 
 * are permitted provided that the following conditions are met:
 * - Redistributions of source code must retain the above copyright notice, 
 *   this list of conditions and the following disclaimer.
 * - Redistributions in binary form must reproduce the above copyright notice,
 *   this list of conditions and the following disclaimer in the documentation 
 *   and/or other materials provided with the distribution.

#error "_MAX_INSTANCES_ not defined"

/* inputs */
in vec4 vsi_pos;
#if defined(_ALPHAMAP_)
in vec2 vsi_coord;
#if defined(_SKIN_)
in ivec4 vsi_blend_idxs;
in vec4 vsi_blend_weights;

/* outputs */
out vso {
    vec4 pos0;
    vec4 pos1;
    vec4 pos2;
#if defined(_ALPHAMAP_)
    vec2 coord;
} o;

layout(std140) uniform cb_frame
    mat4 c_cascade_mats[_CASCADE_CNT_];

layout(std140) uniform cb_xforms
    mat3x4 c_mats[_MAX_INSTANCES_];

void main()
#if defined(_SKIN_)
    vec4 pos = skin_vertex_p(vsi_blend_idxs, vsi_blend_weights, vsi_pos);
    vec4 pos = vsi_pos;

    vec4 pos_ws = vec4(pos * c_mats[gl_InstanceID], 1);

    o.pos0 = pos_ws * c_cascade_mats[0];
    o.pos1 = pos_ws * c_cascade_mats[1];
    o.pos2 = pos_ws * c_cascade_mats[2];

#if defined(_ALPHAMAP_)
    o.coord = vec2(vsi_coord.x, vsi_coord.y);
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