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/* This shader essentially operates in Object space, where it aligns given geometry with bone, scales it accordingly
* to given radii, and then does usual basic solid operations.
* Note that if one of head/tail radius is negative, it assumes it only works on the other end of the bone
* (used to draw head/tail spheres). */
uniform mat4 ViewMatrix;
uniform mat4 ViewProjectionMatrix;
/* ---- Instanciated Attribs ---- */
in vec4 pos; /* w encodes head (== 0.0f), tail (== 1.0f) or in-between. */
/* ---- Per instance Attribs ---- */
in mat4 InstanceModelMatrix;
in vec4 color;
in float radius_head;
in float radius_tail;
out vec3 normal;
flat out vec4 finalColor;
void main()
{
/* We get head/tail in object space. */
vec4 head = InstanceModelMatrix * vec4(0.0f, 0.0f, 0.0f, 1.0f);
vec4 tail = InstanceModelMatrix * vec4(0.0f, 1.0f, 0.0f, 1.0f);
/* We need rotation from bone mat, but not scaling. */
mat3 bone_mat = mat3(InstanceModelMatrix);
bone_mat[0] = normalize(bone_mat[0]);
bone_mat[1] = normalize(bone_mat[1]);
bone_mat[2] = normalize(bone_mat[2]);
mat3 nor_mat = transpose(inverse(mat3(ViewMatrix) * bone_mat));
/* Where does this comes from???? Don't know why, but is mandatory anyway... :/ */
const float size = 2.0f;
head.xyz *= size;
tail.xyz *= size;
bool head_only = (radius_tail < 0.0f);
bool tail_only = (radius_head < 0.0f);
/* == 0: head; == 1: tail; in-between: along bone. */
float head_fac = head_only ? 0.0f : (tail_only ? 1.0f : pos.w);
vec4 ob_pos;
vec4 ob_bone_origin;
float radius;
/* head */
if (head_fac <= 0.0f) {
if (!head_only) {
/* We are drawing the body itself, need to adjust start/end positions and radius! */
vec3 bone_vec = tail.xyz - head.xyz;
float len = length(bone_vec);
if (len > (radius_head + radius_tail)) {
float fac = (len - radius_head) / len;
radius = fac * radius_head + (1.0f - fac) * radius_tail;
bone_vec /= len;
ob_bone_origin = vec4(head.xyz + bone_vec * radius_head * size, 1.0f);
}
else {
radius = (radius_head + radius_tail) / 2.0f;
ob_bone_origin = (head + tail) / 2.0f;
}
}
else {
radius = radius_head;
ob_bone_origin = head;
}
}
/* tail */
else if (head_fac >= 1.0f) {
if (!tail_only) {
/* We are drawing the body itself, need to adjust start/end positions and radius! */
vec3 bone_vec = tail.xyz - head.xyz;
float len = length(bone_vec);
if (len > (radius_head + radius_tail)) {
float fac = (len - radius_tail) / len;
radius = fac * radius_tail + (1.0f - fac) * radius_head;
bone_vec /= len;
ob_bone_origin = vec4(tail.xyz - bone_vec * radius_tail * size, 1.0f);
}
else {
radius = (radius_head + radius_tail) / 2.0f;
ob_bone_origin = (head + tail) / 2.0f;
}
}
else {
radius = radius_tail;
ob_bone_origin = tail;
}
}
/* Body of the bone */
#if 0 /* Note: not used currently! */
else {
float tail_fac = 1.0f - head_fac;
radius = radius_head * head_fac + radius_tail * tail_fac;
ob_bone_origin = head * head_fac + tail * tail_fac;
}
#endif
/* Yep, since input pos is unit sphere coordinates, it's also our normal. */
vec3 nor = pos.xyz;
ob_pos = pos * radius * size;
ob_pos.xyz = bone_mat * ob_pos.xyz;
ob_pos.w = 1.0f;
gl_Position = ViewProjectionMatrix * (ob_pos + ob_bone_origin);
normal = normalize(nor_mat * nor);
finalColor = color;
}
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