#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; }