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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;
}
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