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buffer/shaders/rig.vert
T
2026-07-11 16:44:48 -04:00

48 lines
1.3 KiB
GLSL

#version 430 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 norm;
layout(location = 2) in vec2 tex;
layout(location = 3) in ivec4 boneIds;
layout(location = 4) in vec4 weights;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 modl;
uniform mat4 lightSpaceMatrix;
const int MAX_BONES = 100;
const int MAX_BONE_INFLUENCE = 4;
uniform mat4 finalBonesMatrices[MAX_BONES];
out vec3 normal;
out vec2 texCoord;
out vec3 FragPos;
out vec4 fragposlightspace;
void main()
{
vec4 totalPosition = vec4(0.0);
vec3 totalNormal = vec3(0.0);
int bonescontributed = 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);
totalNormal = norm;
break;
}
bonescontributed ++;
totalPosition += (finalBonesMatrices[boneIds[i]] * vec4(pos, 1.0))* weights[i];
totalNormal += mat3(finalBonesMatrices[boneIds[i]]) * norm * weights[i];
}
FragPos = vec3(modl * totalPosition);
fragposlightspace = lightSpaceMatrix * vec4(FragPos, 1.0);
gl_Position = proj * view * modl * totalPosition;
normal = normalize(mat3(transpose(inverse(modl))) * totalNormal);
texCoord = tex;
}