53 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform sampler2D morphDataPos;
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| uniform sampler2D morphDataNor;
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| uniform vec2 morphScaleOffset;
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| uniform vec2 morphDataDim;
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| uniform vec4 morphWeights[8];
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| 
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| void getMorphedVertex(vec2 uvCoord, inout vec3 A){
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|     for(int i = 0; i<8; i++ )
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|     {        
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|         vec4 tempCoordY = vec4( uvCoord.y -     (i * 4) * morphDataDim.y, 
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|                                 uvCoord.y - (i * 4 + 1) * morphDataDim.y,
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|                                 uvCoord.y - (i * 4 + 2) * morphDataDim.y,
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|                                 uvCoord.y - (i * 4 + 3) * morphDataDim.y);
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| 
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|         vec3 morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.x)).rgb * morphScaleOffset.x + morphScaleOffset.y;
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|         A += morphWeights[i].x * morph;
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| 
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|         morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.y)).rgb * morphScaleOffset.x + morphScaleOffset.y;
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|         A += morphWeights[i].y * morph;
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| 
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|         morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.z)).rgb * morphScaleOffset.x + morphScaleOffset.y;
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|         A += morphWeights[i].z * morph;
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| 
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|         morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.w)).rgb * morphScaleOffset.x + morphScaleOffset.y;
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|         A += morphWeights[i].w * morph;
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|     }
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| }
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| 
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| void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor){
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|     
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|     for(int i = 0; i<8; i++ )
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|     {
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|         vec4 tempCoordY = vec4( uvCoord.y -     (i * 4) * morphDataDim.y, 
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|                                 uvCoord.y - (i * 4 + 1) * morphDataDim.y,
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|                                 uvCoord.y - (i * 4 + 2) * morphDataDim.y,
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|                                 uvCoord.y - (i * 4 + 3) * morphDataDim.y);
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|         
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|         vec3 norm = oldNor + morphWeights[i].x * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.x)).rgb * 2.0 - 1.0);
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|         morphNor += norm;
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| 
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|         norm = oldNor + morphWeights[i].y * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.y)).rgb * 2.0 - 1.0);
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|         morphNor += norm;
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| 
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|         norm = oldNor + morphWeights[i].z * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.z)).rgb * 2.0 - 1.0);
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|         morphNor += norm;
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| 
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|         norm = oldNor + morphWeights[i].w * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.w)).rgb * 2.0 - 1.0);
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|         morphNor += norm;
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| 
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|     }
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| 
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|     morphNor = normalize(morphNor);
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| } |