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#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;
}