#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; uniform int uvMode = 0; // 0 = stretch, 1 = tile uniform vec3 tileScale = vec3(1.0); uniform vec2 uvOffset = vec2(0.0); // Same direction as transpose(inverse(m)) for normals, without the per vertex inverse mat3 CofactorMatrix(mat3 m) { return mat3(cross(m[1], m[2]), cross(m[2], m[0]), cross(m[0], m[1])); } // Tiling ignores the mesh's uvs and projects from whichever axis the surface faces. // Done on the bind pose, so the pattern stays stuck to the character as it moves. vec2 SurfaceUV() { if (uvMode == 0) return tex + uvOffset; vec3 n = abs(norm); vec3 p = pos * tileScale; if (n.y >= n.x && n.y >= n.z) return p.xz + uvOffset; if (n.x >= n.z) return p.zy + uvOffset; return p.xy + uvOffset; } 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]; } vec4 worldPos = modl * totalPosition; FragPos = worldPos.xyz; fragposlightspace = lightSpaceMatrix * worldPos; gl_Position = proj * view * worldPos; normal = normalize(CofactorMatrix(mat3(modl)) * totalNormal); texCoord = SurfaceUV(); }