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