An actor gains `outline` (metres of rim) and `ocol` (its colour). The pass draws the model a second time with its vertices pushed out along their normals and its front faces culled, so only the far side of the swollen shell survives - a silhouette exactly `outline` metres wide. It is depth-tested against the scene, so anything standing in front of the actor hides the rim too. skin.vert grows an OUTLINE path for the push; outline.frag is the flat-colour fragment shader it pairs with. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
51 lines
1.8 KiB
GLSL
51 lines
1.8 KiB
GLSL
// a skinned glTF model (skin.ludic / actor.ludic): four joint influences per vertex
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// blended on the GPU, then one model matrix. Writes the same varyings as model.vert so
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// model.frag (lit) and shadow.frag (casters) shade it unchanged.
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layout(location = 0) in vec3 a_pos;
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layout(location = 1) in vec3 a_nrm;
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layout(location = 2) in vec2 a_uv;
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layout(location = 5) in vec4 a_joints; // integer indices, read as floats
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layout(location = 6) in vec4 a_weights;
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uniform mat4 u_model;
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uniform mat4 u_bones[48];
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uniform float u_skinned; // 0: a rigid model on the same path
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uniform mat4 u_view;
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uniform mat4 u_proj;
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uniform mat4 u_light_vp;
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#ifdef OUTLINE
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uniform float u_outline; // metres the shell is pushed out
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#endif
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out vec3 v_wpos;
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out vec3 v_nrm;
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out vec2 v_uv;
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out float v_seed;
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out vec2 v_rot;
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out float v_hull;
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void main() {
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mat4 m = u_model;
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if (u_skinned > 0.5) {
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mat4 sk = a_weights.x * u_bones[int(a_joints.x + 0.5)]
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+ a_weights.y * u_bones[int(a_joints.y + 0.5)]
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+ a_weights.z * u_bones[int(a_joints.z + 0.5)]
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+ a_weights.w * u_bones[int(a_joints.w + 0.5)];
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m = u_model * sk;
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}
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vec4 w = m * vec4(a_pos, 1.0);
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#ifdef OUTLINE
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// an inverted hull: the shell is pushed out along the world normal and drawn with the
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// front faces culled, so what survives is a rim of `u_outline` metres around the model
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w.xyz += normalize(mat3(m) * a_nrm) * u_outline;
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#endif
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v_wpos = w.xyz;
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v_nrm = normalize(mat3(m) * a_nrm);
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v_uv = a_uv;
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// model.frag scales the albedo by 0.85 + 0.3 * fract(seed * 7.13); this seed makes that 1
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v_seed = 0.0701;
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v_rot = vec2(0.0, 1.0);
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v_hull = 1.0;
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#ifdef SHADOW_PASS
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gl_Position = u_light_vp * w;
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#else
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gl_Position = u_proj * u_view * w;
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#endif
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}
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