27 lines
714 B
GLSL
27 lines
714 B
GLSL
#version 430 core
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layout(location = 0) in vec3 pos;
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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 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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void main()
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{
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vec4 totalPosition = vec4(0.0);
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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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break;
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}
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totalPosition += finalBonesMatrices[boneIds[i]] * vec4(pos, 1.0) * weights[i];
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}
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gl_Position = lightSpaceMatrix * modl * totalPosition;
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} |