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-rw-r--r--assets/shaders/skinned.vert59
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;
-} \ No newline at end of file