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Common.ShaderLib.MorphAnim.glsllib Maven / Gradle / Ivy

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/**
A glsllib that perform morph animation.
Note that it only handles morphing position, normals and tangents.
*/
#ifdef NUM_MORPH_TARGETS
    #define NUM_BUFFERS NUM_MORPH_TARGETS * NUM_TARGETS_BUFFERS
    #if (NUM_BUFFERS > 0)
        uniform float m_MorphWeights[NUM_MORPH_TARGETS];
        attribute vec3 inMorphTarget0;
    #endif
    #if (NUM_BUFFERS > 1)
        attribute vec3 inMorphTarget1;
    #endif
    #if (NUM_BUFFERS > 2)
        attribute vec3 inMorphTarget2;
    #endif
    #if (NUM_BUFFERS > 3)
        attribute vec3 inMorphTarget3;
    #endif
    #if (NUM_BUFFERS > 4)
        attribute vec3 inMorphTarget4;
    #endif
    #if (NUM_BUFFERS > 5)
        attribute vec3 inMorphTarget5;
    #endif
    #if (NUM_BUFFERS > 6)
        attribute vec3 inMorphTarget6;
    #endif
    #if (NUM_BUFFERS > 7)
        attribute vec3 inMorphTarget7;
    #endif
    #if (NUM_BUFFERS > 8)
        attribute vec3 inMorphTarget8;
    #endif
    #if (NUM_BUFFERS > 9)
        attribute vec3 inMorphTarget9;
    #endif
    #if (NUM_BUFFERS > 10)
        attribute vec3 inMorphTarget10;
    #endif
    #if (NUM_BUFFERS > 11)
        attribute vec3 inMorphTarget11;
    #endif
    #if (NUM_BUFFERS > 12)
        attribute vec3 inMorphTarget12;
    #endif
    #if (NUM_BUFFERS > 13)
        attribute vec3 inMorphTarget13;
    #endif

    void Morph_Compute_Pos(inout vec4 pos){
        #if (NUM_TARGETS_BUFFERS == 1)
            #if (NUM_MORPH_TARGETS > 0)
                pos.xyz += m_MorphWeights[0] * inMorphTarget0;
            #endif
            #if (NUM_MORPH_TARGETS > 1)
                pos.xyz += m_MorphWeights[1] * inMorphTarget1;
            #endif
            #if (NUM_MORPH_TARGETS > 2)
                pos.xyz += m_MorphWeights[2] * inMorphTarget2;
            #endif
            #if (NUM_MORPH_TARGETS > 3)
                pos.xyz += m_MorphWeights[3] * inMorphTarget3;
            #endif
            #if (NUM_MORPH_TARGETS > 4)
                pos.xyz += m_MorphWeights[4] * inMorphTarget4;
            #endif
            #if (NUM_MORPH_TARGETS > 5)
                pos.xyz += m_MorphWeights[5] * inMorphTarget5;
            #endif
            #if (NUM_MORPH_TARGETS > 6)
                pos.xyz += m_MorphWeights[6] * inMorphTarget6;
            #endif
            #if (NUM_MORPH_TARGETS > 7)
                pos.xyz += m_MorphWeights[7] * inMorphTarget7;
            #endif
            #if (NUM_MORPH_TARGETS > 8)
                pos.xyz += m_MorphWeights[8] * inMorphTarget8;
            #endif
            #if (NUM_MORPH_TARGETS > 9)
                pos.xyz += m_MorphWeights[9] * inMorphTarget9;
            #endif
            #if (NUM_MORPH_TARGETS > 10)
                pos.xyz += m_MorphWeights[10] * inMorphTarget10;
            #endif
            #if (NUM_MORPH_TARGETS > 11)
                pos.xyz += m_MorphWeights[11] * inMorphTarget11;
            #endif
            #if (NUM_MORPH_TARGETS > 12)
                pos.xyz += m_MorphWeights[12] * inMorphTarget12;
            #endif
            #if (NUM_MORPH_TARGETS > 13)
                pos.xyz += m_MorphWeights[13] * inMorphTarget13;
            #endif
        #endif
    }

    float Get_Inverse_Weights_Sum(){
        float sum = 0.0;
        for( int i = 0;i < NUM_MORPH_TARGETS; i++){
            sum += m_MorphWeights[i];
        }
        return 1.0 / max(1.0, sum);
    }

    void Morph_Compute_Pos_Norm(inout vec4 pos, inout vec3 norm){
        #if (NUM_TARGETS_BUFFERS == 2)
            // weight sum may be over 1.0. It's totally valid for position
            // but for normals. the weights needs to be normalized.
            float invWeightsSum = Get_Inverse_Weights_Sum();
            #if (NUM_BUFFERS > 1)
                pos.xyz += m_MorphWeights[0] * inMorphTarget0;
                norm += m_MorphWeights[0] * invWeightsSum * inMorphTarget1;
            #endif
            #if (NUM_BUFFERS > 3)
                pos.xyz += m_MorphWeights[1] * inMorphTarget2;
                norm.xyz += m_MorphWeights[1] * invWeightsSum * inMorphTarget3;
            #endif
            #if (NUM_BUFFERS > 5)
                pos.xyz += m_MorphWeights[2] * inMorphTarget4;
                norm += m_MorphWeights[2] * invWeightsSum * inMorphTarget5;
            #endif
            #if (NUM_BUFFERS > 7)
                pos.xyz += m_MorphWeights[3] * inMorphTarget6;
                norm += m_MorphWeights[3] * invWeightsSum * inMorphTarget7;
            #endif
            #if (NUM_BUFFERS > 9)
                pos.xyz += m_MorphWeights[4] * inMorphTarget8;
                norm += m_MorphWeights[4] * invWeightsSum * inMorphTarget9;
            #endif
            #if (NUM_BUFFERS > 11)
                pos.xyz += m_MorphWeights[5] * inMorphTarget10;
                norm += m_MorphWeights[5] * invWeightsSum * inMorphTarget11;
            #endif
            #if (NUM_BUFFERS > 13)
                pos.xyz += m_MorphWeights[6] * inMorphTarget12;
                norm += m_MorphWeights[6] * invWeightsSum * inMorphTarget13;
            #endif
        #endif
    }

    void Morph_Compute_Pos_Norm_Tan(inout vec4 pos, inout vec3 norm, inout vec3 tan){
        #if (NUM_TARGETS_BUFFERS == 3)
            // weight sum may be over 1.0. It's totally valid for position
            // but for normals. the weights needs to be normalized.
            float invWeightsSum = Get_Inverse_Weights_Sum();
            #if (NUM_BUFFERS > 2)
                float normWeight =  m_MorphWeights[0] * invWeightsSum;
                pos.xyz += m_MorphWeights[0] * inMorphTarget0;
                norm += normWeight * inMorphTarget1;
                tan += normWeight * inMorphTarget2;
            #endif
            #if (NUM_BUFFERS > 5)
                float normWeight =  m_MorphWeights[1] * invWeightsSum;
                pos.xyz += m_MorphWeights[1] * inMorphTarget3;
                norm += normWeight * inMorphTarget4;
                tan += normWeight * inMorphTarget5;
            #endif
            #if (NUM_BUFFERS > 8)
                float normWeight =  m_MorphWeights[2] * invWeightsSum;
                pos.xyz += m_MorphWeights[2] * inMorphTarget6;
                norm += normWeight * inMorphTarget7;
                tan += normWeight * inMorphTarget8;
            #endif
            #if (NUM_BUFFERS > 11)
                float normWeight =  m_MorphWeights[3] * invWeightsSum;
                pos.xyz += m_MorphWeights[3] * inMorphTarget9;
                norm += normWeight * inMorphTarget10;
                tan += normWeight * inMorphTarget11;
            #endif
        #endif
    }

    void Morph_Compute(inout vec4 pos){
        #if (NUM_TARGETS_BUFFERS == 2)
            vec3 dummy_norm = vec3(0.0);
            Morph_Compute_Pos_Norm(pos, dummy_norm);
            return;
        #elif (NUM_TARGETS_BUFFERS == 3)
            vec3 dummy_norm = vec3(0.0);
            vec3 dummy_tan = vec3(0.0);
            Morph_Compute_Pos_Norm_Tan(pos, dummy_norm, dummy_tan);
            return;
        #endif
        Morph_Compute_Pos(pos);
    }

    void Morph_Compute(inout vec4 pos, inout vec3 norm){
        #if (NUM_TARGETS_BUFFERS == 1)
            Morph_Compute_Pos(pos);
            return;
        #elif (NUM_TARGETS_BUFFERS == 3)
            vec3 dummy_norm = vec3(0.0);
            vec3 dummy_tan = vec3(0.0);
            Morph_Compute_Pos_Norm_Tan(pos, dummy_norm, dummy_tan);
            return;
        #elif  (NUM_TARGETS_BUFFERS == 2)
            Morph_Compute_Pos_Norm(pos, norm);
        #endif
    }

    void Morph_Compute(inout vec4 pos, inout vec3 norm, inout vec3 tan){
        #if (NUM_TARGETS_BUFFERS == 1)
            Morph_Compute_Pos(pos);
            return;
        #elif (NUM_TARGETS_BUFFERS == 2)
            Morph_Compute_Pos_Norm(pos, norm);
            tan = normalize(tan - dot(tan, norm) * norm);
            return;
        #elif (NUM_TARGETS_BUFFERS == 3)
            Morph_Compute_Pos_Norm_Tan(pos, norm, tan);
        #endif
    }

#endif




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