Files
2026-06-08 17:07:34 -04:00

34 lines
1.1 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 boneIds;
layout (location = 4) in vec4 weights;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
out vec4 FragPosLightSpace;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 modl;
uniform mat4 lightSpaceMatrix;
uniform mat4 finalBonesMatrices[100];
void main()
{
mat4 boneTransform = finalBonesMatrices[boneIds[0]] * weights[0];
boneTransform += finalBonesMatrices[boneIds[1]] * weights[1];
boneTransform += finalBonesMatrices[boneIds[2]] * weights[2];
boneTransform += finalBonesMatrices[boneIds[3]] * weights[3];
vec4 localPos = boneTransform * vec4(aPos, 1.0);
vec4 worldPos = modl * localPos;
FragPos = worldPos.xyz;
Normal = normalize(mat3(transpose(inverse(modl * boneTransform))) * aNormal);
TexCoord = aTexCoord;
FragPosLightSpace = lightSpaceMatrix * worldPos;
gl_Position = proj * view * worldPos;
}