Files
Modularity/Resources/Shaders/skinned_vert.glsl

45 lines
1.2 KiB
GLSL

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