mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 22:00:05 +00:00
5bcd43711a
PyBullet Allow OpenGL/EGL hardware to render segmentation mask. Use pybullet.ER_SEGMENTATION_MASK_OBJECT_AND_LINKINDEX or pybullet.ER_SEGMENTATION_MASK PyBullet.removeBody fix indexing bug (use foundIndex, not i) PyBullet bump up version to 2.2.3
48 lines
1.7 KiB
C
48 lines
1.7 KiB
C
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
|
|
static const char* createShadowMapInstancingVertexShader =
|
|
"#version 330\n"
|
|
"precision highp float;\n"
|
|
"layout (location = 0) in vec4 position;\n"
|
|
"layout (location = 1) in vec4 instance_position;\n"
|
|
"layout (location = 2) in vec4 instance_quaternion;\n"
|
|
"layout (location = 3) in vec2 uvcoords;\n"
|
|
"layout (location = 4) in vec3 vertexnormal;\n"
|
|
"layout (location = 5) in vec4 instance_color;\n"
|
|
"layout (location = 6) in vec4 instance_scale_obUid;\n"
|
|
"uniform mat4 depthMVP;\n"
|
|
"vec4 quatMul ( in vec4 q1, in vec4 q2 )\n"
|
|
"{\n"
|
|
" vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n"
|
|
" vec4 dt = q1 * q2;\n"
|
|
" float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n"
|
|
" return vec4 ( im, re );\n"
|
|
"}\n"
|
|
"vec4 quatFromAxisAngle(vec4 axis, in float angle)\n"
|
|
"{\n"
|
|
" float cah = cos(angle*0.5);\n"
|
|
" float sah = sin(angle*0.5);\n"
|
|
" float d = inversesqrt(dot(axis,axis));\n"
|
|
" vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n"
|
|
" return q;\n"
|
|
"}\n"
|
|
"//\n"
|
|
"// vector rotation via quaternion\n"
|
|
"//\n"
|
|
"vec4 quatRotate3 ( in vec3 p, in vec4 q )\n"
|
|
"{\n"
|
|
" vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n"
|
|
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
|
|
"}\n"
|
|
"vec4 quatRotate ( in vec4 p, in vec4 q )\n"
|
|
"{\n"
|
|
" vec4 temp = quatMul ( q, p );\n"
|
|
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
|
|
"}\n"
|
|
"void main(void)\n"
|
|
"{\n"
|
|
" vec4 q = instance_quaternion;\n"
|
|
" vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);\n"
|
|
" vec4 vertexPos = depthMVP * vec4( (instance_position+localcoord).xyz,1);\n"
|
|
" gl_Position = vertexPos;\n"
|
|
"}\n";
|