Kelsidavis-WoWee/assets/shaders/character.vert.glsl
Kelsi 9eeb9ce64d Add normal mapping and parallax occlusion mapping for character models
Extends the WMO normal mapping/POM system to character M2 models with
bone-skinned tangents. Auto-generates normal/height maps from diffuse
textures using luminance→height, Sobel→normals (same algorithm as WMO).

- Expand vertex buffer from M2Vertex (48B) to CharVertexGPU (56B) with
  tangent vec4 computed via Lengyel's method in setupModelBuffers()
- Tangents are bone-transformed and Gram-Schmidt orthogonalized in the
  vertex shader, output as TBN for fragment shader consumption
- Fragment shader gains POM ray marching, normal map blending, and LOD
  crossfade via dFdx/dFdy (identical to WMO shader)
- Descriptor set 1 extended with binding 2 for normal/height sampler
- Settings (enable, strength, POM quality) wired from game_screen.cpp
  to both WMO and character renderers via shared UI controls
2026-02-23 01:40:23 -08:00

63 lines
1.7 KiB
GLSL

#version 450
layout(set = 0, binding = 0) uniform PerFrame {
mat4 view;
mat4 projection;
mat4 lightSpaceMatrix;
vec4 lightDir;
vec4 lightColor;
vec4 ambientColor;
vec4 viewPos;
vec4 fogColor;
vec4 fogParams;
vec4 shadowParams;
};
layout(push_constant) uniform Push {
mat4 model;
} push;
layout(set = 2, binding = 0) readonly buffer BoneSSBO {
mat4 bones[];
};
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec4 aBoneWeights;
layout(location = 2) in ivec4 aBoneIndices;
layout(location = 3) in vec3 aNormal;
layout(location = 4) in vec2 aTexCoord;
layout(location = 5) in vec4 aTangent;
layout(location = 0) out vec3 FragPos;
layout(location = 1) out vec3 Normal;
layout(location = 2) out vec2 TexCoord;
layout(location = 3) out vec3 Tangent;
layout(location = 4) out vec3 Bitangent;
void main() {
mat4 skinMat = bones[aBoneIndices.x] * aBoneWeights.x
+ bones[aBoneIndices.y] * aBoneWeights.y
+ bones[aBoneIndices.z] * aBoneWeights.z
+ bones[aBoneIndices.w] * aBoneWeights.w;
vec4 skinnedPos = skinMat * vec4(aPos, 1.0);
vec3 skinnedNorm = mat3(skinMat) * aNormal;
vec3 skinnedTan = mat3(skinMat) * aTangent.xyz;
vec4 worldPos = push.model * skinnedPos;
mat3 modelMat3 = mat3(push.model);
FragPos = worldPos.xyz;
Normal = modelMat3 * skinnedNorm;
TexCoord = aTexCoord;
// Gram-Schmidt re-orthogonalize tangent w.r.t. normal
vec3 N = normalize(Normal);
vec3 T = normalize(modelMat3 * skinnedTan);
T = normalize(T - dot(T, N) * N);
vec3 B = cross(N, T) * aTangent.w;
Tangent = T;
Bitangent = B;
gl_Position = projection * view * worldPos;
}