Files
2026-07-11 16:44:48 -04:00

27 lines
714 B
GLSL

#version 430 core
layout(location = 0) in vec3 pos;
layout(location = 3) in ivec4 boneIds;
layout(location = 4) in vec4 weights;
uniform mat4 modl;
uniform mat4 lightSpaceMatrix;
const int MAX_BONES = 100;
const int MAX_BONE_INFLUENCE = 4;
uniform mat4 finalBonesMatrices[MAX_BONES];
void main()
{
vec4 totalPosition = vec4(0.0);
for (int i = 0; i < MAX_BONE_INFLUENCE; i++)
{
if (boneIds[i] == -1) continue;
if (boneIds[i] >= MAX_BONES)
{
totalPosition = vec4(pos, 1.0);
break;
}
totalPosition += finalBonesMatrices[boneIds[i]] * vec4(pos, 1.0) * weights[i];
}
gl_Position = lightSpaceMatrix * modl * totalPosition;
}