45 lines
1.2 KiB
GLSL
45 lines
1.2 KiB
GLSL
#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoord;
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layout (location = 3) in ivec4 aBoneIds;
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layout (location = 4) in vec4 aBoneWeights;
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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 bones[256];
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uniform int boneCount;
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uniform bool useSkinning;
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void main()
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{
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vec4 localPos = vec4(aPos, 1.0);
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vec3 localNormal = aNormal;
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if (useSkinning) {
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vec4 skinnedPos = vec4(0.0);
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vec3 skinnedNormal = vec3(0.0);
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for (int i = 0; i < 4; ++i) {
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int id = aBoneIds[i];
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float w = aBoneWeights[i];
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if (w <= 0.0 || id < 0 || id >= boneCount) continue;
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mat4 b = bones[id];
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skinnedPos += (b * localPos) * w;
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skinnedNormal += mat3(b) * localNormal * w;
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}
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localPos = skinnedPos;
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localNormal = skinnedNormal;
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}
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vec4 worldPos = model * localPos;
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FragPos = vec3(worldPos);
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Normal = mat3(transpose(inverse(model))) * localNormal;
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TexCoord = aTexCoord;
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gl_Position = projection * view * worldPos;
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}
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