diff options
author | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-19 13:24:31 +1100 |
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committer | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-19 13:24:31 +1100 |
commit | 6182860f1b1aba4128b4f66eda7977600e60d1a0 (patch) | |
tree | 388d9aff8ca19ef324633ac1bea43f1548675150 /assets/shaders/skinned.vert | |
parent | 5d1750d9adfc45b53c75310c58e31dfdbd8a6e15 (diff) | |
parent | d6d742f8a24490f885e4a1ae3fea7ec46b01f58c (diff) |
fix merge
Diffstat (limited to 'assets/shaders/skinned.vert')
-rw-r--r-- | assets/shaders/skinned.vert | 59 |
1 files changed, 0 insertions, 59 deletions
diff --git a/assets/shaders/skinned.vert b/assets/shaders/skinned.vert deleted file mode 100644 index cb2ca85..0000000 --- a/assets/shaders/skinned.vert +++ /dev/null @@ -1,59 +0,0 @@ -#version 410 core -// Inputs -layout (location = 0) in vec3 inPos; -layout (location = 1) in vec3 inNormal; -layout (location = 2) in vec2 inTexCoords; -layout (location = 3) in ivec4 inBoneIndices; -layout (location = 4) in vec4 inWeights; - -uniform mat4 model; -uniform mat4 view; -uniform mat4 projection; -uniform mat4 lightSpaceMatrix; - -const int MAX_BONES = 100; -const int MAX_BONE_INFLUENCES = 4; -uniform mat4 boneMatrices[MAX_BONES]; // TODO! - -// Output -out VS_OUT { - vec3 FragPos; - vec3 Normal; - vec2 TexCoords; - vec4 FragPosLightSpace; - vec4 Color; -} vs_out; - -void main() { - // vec4 totalPosition = vec4(0.0f); - // for(int i = 0 ; i < MAX_BONE_INFLUENCES ; i++) { - // if(inBoneIndices[i] == 0) - // continue; - // if(inBoneIndices[i] >=MAX_BONES) - // { - // totalPosition = vec4(inPos,1.0f); - // break; - // } - // vec4 localPosition = finalBoneMatrices[inBoneIndices[i]] * vec4(inPos,1.0f); - // totalPosition += localPosition * inWeights[i]; - // vec3 localNormal = mat3(finalBoneMatrices[inBoneIndices[i]]) * inNormal; - // vs_out.Normal = localNormal; - // } - - - mat4 skinMatrix = // mat4(1.0) - // boneMatrices[int(inBoneIndices.z)]; // should just be the identtiy - inWeights.x * boneMatrices[int(inBoneIndices.x)] + - inWeights.y * boneMatrices[int(inBoneIndices.y)] + - inWeights.z * boneMatrices[int(inBoneIndices.z)] + - inWeights.w * boneMatrices[int(inBoneIndices.w)]; - - vec4 totalPosition = skinMatrix * vec4(inPos, 1.0); - - vs_out.FragPos = vec3(model * totalPosition); - // vs_out.Normal = inNormal; - vs_out.TexCoords = inTexCoords; - vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0); - vs_out.Color = inWeights; - gl_Position = projection * view * model * totalPosition; -}
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