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#version 410 core
// Vertex attributes
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inTexCoords;
layout(location = 3) in ivec4 inBoneIndices;
layout(location = 4) in vec4 inWeights;
const int MAX_BONES = 100;
const int MAX_BONE_INFLUENCES = 4;
uniform AnimData {
mat4 boneMatrices[MAX_BONES];
} anim;
uniform Camera {
mat4 view;
mat4 proj;
vec4 viewPos;
} cam;
uniform Model {
mat4 inner;
} model;
// Outputs
layout(location = 0) out vec3 fragWorldPos;
layout(location = 1) out vec3 fragNormal;
layout(location = 2) out vec2 fragTexCoords;
out vec4 viewPos;
// out vec4 dbgcolor;
void main() {
mat4 skinMatrix =
inWeights.x * anim.boneMatrices[int(inBoneIndices.x)] +
inWeights.y * anim.boneMatrices[int(inBoneIndices.y)] +
inWeights.z * anim.boneMatrices[int(inBoneIndices.z)] +
inWeights.w * anim.boneMatrices[int(inBoneIndices.w)];
vec4 totalPosition = skinMatrix * vec4(inPosition, 1.0);
fragWorldPos = vec3(model.inner * totalPosition);
fragNormal = mat3(transpose(inverse(model.inner))) * inNormal; // world-space normal
fragTexCoords = inTexCoords;
viewPos = cam.viewPos;
gl_Position = cam.proj * cam.view * model.inner * vec4(inPosition, 1.0);
// gl_Position = cam.proj * cam.view * model.inner * totalPosition;
}
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