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#version 330 | |
layout (location = 0) in vec3 a_Position; | |
layout (location = 1) in vec3 a_Normal; | |
layout (location = 2) in vec2 a_TextureCoord; | |
layout (location = 3) in vec3 a_Tangent; | |
layout (location = 4) in vec3 a_Bitangent; | |
layout (location = 5) in vec3 a_PRT1; | |
layout (location = 6) in vec3 a_PRT2; | |
layout (location = 7) in vec3 a_PRT3; | |
out VertexData { | |
vec3 Position; | |
vec3 Depth; | |
vec3 ModelNormal; | |
vec2 Texcoord; | |
vec3 Tangent; | |
vec3 Bitangent; | |
vec3 PRT1; | |
vec3 PRT2; | |
vec3 PRT3; | |
} VertexOut; | |
uniform mat3 RotMat; | |
uniform mat4 NormMat; | |
uniform mat4 ModelMat; | |
uniform mat4 PerspMat; | |
float s_c3 = 0.94617469575; // (3*sqrt(5))/(4*sqrt(pi)) | |
float s_c4 = -0.31539156525;// (-sqrt(5))/(4*sqrt(pi)) | |
float s_c5 = 0.54627421529; // (sqrt(15))/(4*sqrt(pi)) | |
float s_c_scale = 1.0/0.91529123286551084; | |
float s_c_scale_inv = 0.91529123286551084; | |
float s_rc2 = 1.5853309190550713*s_c_scale; | |
float s_c4_div_c3 = s_c4/s_c3; | |
float s_c4_div_c3_x2 = (s_c4/s_c3)*2.0; | |
float s_scale_dst2 = s_c3 * s_c_scale_inv; | |
float s_scale_dst4 = s_c5 * s_c_scale_inv; | |
void OptRotateBand0(float x[1], mat3 R, out float dst[1]) | |
{ | |
dst[0] = x[0]; | |
} | |
// 9 multiplies | |
void OptRotateBand1(float x[3], mat3 R, out float dst[3]) | |
{ | |
// derived from SlowRotateBand1 | |
dst[0] = ( R[1][1])*x[0] + (-R[1][2])*x[1] + ( R[1][0])*x[2]; | |
dst[1] = (-R[2][1])*x[0] + ( R[2][2])*x[1] + (-R[2][0])*x[2]; | |
dst[2] = ( R[0][1])*x[0] + (-R[0][2])*x[1] + ( R[0][0])*x[2]; | |
} | |
// 48 multiplies | |
void OptRotateBand2(float x[5], mat3 R, out float dst[5]) | |
{ | |
// Sparse matrix multiply | |
float sh0 = x[3] + x[4] + x[4] - x[1]; | |
float sh1 = x[0] + s_rc2*x[2] + x[3] + x[4]; | |
float sh2 = x[0]; | |
float sh3 = -x[3]; | |
float sh4 = -x[1]; | |
// Rotations. R0 and R1 just use the raw matrix columns | |
float r2x = R[0][0] + R[0][1]; | |
float r2y = R[1][0] + R[1][1]; | |
float r2z = R[2][0] + R[2][1]; | |
float r3x = R[0][0] + R[0][2]; | |
float r3y = R[1][0] + R[1][2]; | |
float r3z = R[2][0] + R[2][2]; | |
float r4x = R[0][1] + R[0][2]; | |
float r4y = R[1][1] + R[1][2]; | |
float r4z = R[2][1] + R[2][2]; | |
// dense matrix multiplication one column at a time | |
// column 0 | |
float sh0_x = sh0 * R[0][0]; | |
float sh0_y = sh0 * R[1][0]; | |
float d0 = sh0_x * R[1][0]; | |
float d1 = sh0_y * R[2][0]; | |
float d2 = sh0 * (R[2][0] * R[2][0] + s_c4_div_c3); | |
float d3 = sh0_x * R[2][0]; | |
float d4 = sh0_x * R[0][0] - sh0_y * R[1][0]; | |
// column 1 | |
float sh1_x = sh1 * R[0][2]; | |
float sh1_y = sh1 * R[1][2]; | |
d0 += sh1_x * R[1][2]; | |
d1 += sh1_y * R[2][2]; | |
d2 += sh1 * (R[2][2] * R[2][2] + s_c4_div_c3); | |
d3 += sh1_x * R[2][2]; | |
d4 += sh1_x * R[0][2] - sh1_y * R[1][2]; | |
// column 2 | |
float sh2_x = sh2 * r2x; | |
float sh2_y = sh2 * r2y; | |
d0 += sh2_x * r2y; | |
d1 += sh2_y * r2z; | |
d2 += sh2 * (r2z * r2z + s_c4_div_c3_x2); | |
d3 += sh2_x * r2z; | |
d4 += sh2_x * r2x - sh2_y * r2y; | |
// column 3 | |
float sh3_x = sh3 * r3x; | |
float sh3_y = sh3 * r3y; | |
d0 += sh3_x * r3y; | |
d1 += sh3_y * r3z; | |
d2 += sh3 * (r3z * r3z + s_c4_div_c3_x2); | |
d3 += sh3_x * r3z; | |
d4 += sh3_x * r3x - sh3_y * r3y; | |
// column 4 | |
float sh4_x = sh4 * r4x; | |
float sh4_y = sh4 * r4y; | |
d0 += sh4_x * r4y; | |
d1 += sh4_y * r4z; | |
d2 += sh4 * (r4z * r4z + s_c4_div_c3_x2); | |
d3 += sh4_x * r4z; | |
d4 += sh4_x * r4x - sh4_y * r4y; | |
// extra multipliers | |
dst[0] = d0; | |
dst[1] = -d1; | |
dst[2] = d2 * s_scale_dst2; | |
dst[3] = -d3; | |
dst[4] = d4 * s_scale_dst4; | |
} | |
void main() | |
{ | |
// normalization | |
vec3 pos = (NormMat * vec4(a_Position,1.0)).xyz; | |
mat3 R = mat3(ModelMat) * RotMat; | |
VertexOut.ModelNormal = (R * a_Normal); | |
VertexOut.Position = R * pos; | |
VertexOut.Texcoord = a_TextureCoord; | |
VertexOut.Tangent = (R * a_Tangent); | |
VertexOut.Bitangent = (R * a_Bitangent); | |
float PRT0, PRT1[3], PRT2[5]; | |
PRT0 = a_PRT1[0]; | |
PRT1[0] = a_PRT1[1]; | |
PRT1[1] = a_PRT1[2]; | |
PRT1[2] = a_PRT2[0]; | |
PRT2[0] = a_PRT2[1]; | |
PRT2[1] = a_PRT2[2]; | |
PRT2[2] = a_PRT3[0]; | |
PRT2[3] = a_PRT3[1]; | |
PRT2[4] = a_PRT3[2]; | |
OptRotateBand1(PRT1, R, PRT1); | |
OptRotateBand2(PRT2, R, PRT2); | |
VertexOut.PRT1 = vec3(PRT0,PRT1[0],PRT1[1]); | |
VertexOut.PRT2 = vec3(PRT1[2],PRT2[0],PRT2[1]); | |
VertexOut.PRT3 = vec3(PRT2[2],PRT2[3],PRT2[4]); | |
gl_Position = PerspMat * ModelMat * vec4(RotMat * pos, 1.0); | |
VertexOut.Depth = vec3(gl_Position.z / gl_Position.w); | |
} | |