Adding ViroKit. Needs AWSCore :(

This commit is contained in:
John Lyon-Smith
2018-03-27 17:46:15 -07:00
parent 2ab15e7dc1
commit 02e06dface
844 changed files with 86921 additions and 21 deletions

View File

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#version 300 es
layout (std140) uniform lighting_vertex {
int lv_num_lights;
lowp float lv_padding0, lv_padding1, lv_padding2;
mat4 shadow_view_matrices[8];
mat4 shadow_projection_matrices[8];
};
struct VROShaderGeometry {
vec3 position;
vec3 normal;
vec2 texcoord;
vec4 tangent;
vec4 bone_weights;
ivec4 bone_indices;
} _geometry;
struct VROShaderVertex {
vec4 position;
} _vertex;
struct VROTransforms {
mat4 model_matrix;
mat4 view_matrix;
mat4 projection_matrix;
} _transforms;
in vec3 position;
in vec3 normal;
in vec2 texcoord;
in vec4 tangent;
in vec4 bone_weights;
in ivec4 bone_indices;
uniform mat4 normal_matrix;
uniform mat4 model_matrix;
uniform mat4 view_matrix;
uniform mat4 projection_matrix;
#pragma geometry_modifier_uniforms
#pragma vertex_modifier_uniforms
out mat3 v_tbn;
out vec2 v_texcoord;
out vec3 v_surface_position;
flat out int v_instance_id;
#include skinning_vsh
#include particles_vsh
void main() {
_geometry.position = position;
_geometry.normal = normal;
_geometry.texcoord = texcoord;
_geometry.tangent = tangent;
_geometry.bone_weights = bone_weights;
_geometry.bone_indices = bone_indices;
_transforms.model_matrix = model_matrix;
_transforms.view_matrix = view_matrix;
_transforms.projection_matrix = projection_matrix;
v_instance_id = gl_InstanceID;
#pragma geometry_modifier_body
v_texcoord = _geometry.texcoord;
v_surface_position = (_transforms.model_matrix * vec4(_geometry.position, 1.0)).xyz;
vec3 n = normalize((normal_matrix * vec4(_geometry.normal, 0.0)).xyz);
vec3 t = normalize((normal_matrix * vec4(_geometry.tangent.xyz, 0.0)).xyz);
vec3 b = normalize((normal_matrix * vec4((cross(_geometry.normal, _geometry.tangent.xyz) * _geometry.tangent.w), 0.0)).xyz);
v_tbn = mat3(t, b, n);
_vertex.position = _transforms.projection_matrix * _transforms.view_matrix * _transforms.model_matrix * vec4(_geometry.position, 1.0);
#pragma vertex_modifier_body
gl_Position = _vertex.position;
}