//Vertex Shader
#version 430 core




layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec4 aWeights;
layout (location = 3) in ivec4 aIndex;



uniform mat4 transform;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;


const int MAX_BONES = 100;
uniform mat4 bones[MAX_BONES];
uniform int hasBones;
uniform int numBones;



out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;



void main()
{
    if(hasBones == 1){
        //mat4 BoneTransform;
        //for(int i = 0; i < MAX_BONES; i++){
        //    if(i < numBones){
        //        BoneTransform += bones[i] * aWeights[i];
        //    }
        //}
        mat4 BoneTransform;
        BoneTransform = mat4(
            1.0,0.0,0.0,0.0,
            0.0,1.0,0.0,0.0,
            0.0,0.0,1.0,0.0,
            0.0,0.0,0.0,1.0);
        //BoneTransform = BoneTransform * mat4(
        //    1.0,0.0,0.0,0.0,
        //    0.0,1.0,0.0,0.0,
        //    0.0,0.0,2.0,0.0,
        //    0.0,0.0,0.0,1.0);
        BoneTransform  = BoneTransform * bones[aIndex[0]] * aWeights[0];
        BoneTransform += BoneTransform * bones[aIndex[1]] * aWeights[1];
        BoneTransform += BoneTransform * bones[aIndex[2]] * aWeights[2];
        BoneTransform += BoneTransform * bones[aIndex[3]] * aWeights[3];
        //BoneTransform += bones[aIndex[0]] * 1.0;
        //BoneTransform += bones[aIndex[1]] * aWeights[1];
        //BoneTransform += bones[aIndex[2]] * aWeights[2];
        //BoneTransform += bones[aIndex[3]] * aWeights[3];
        gl_Position = projection * view * model * BoneTransform * vec4(aPos, 1.0);
    } else {
        gl_Position = projection * view * model * vec4(aPos, 1.0);
    }
    FragPos = vec3(model * vec4(aPos, 1.0));
    Normal = vec3(vec4(aNormal, 1.0));
    TexCoords = vec2(0.5, 0.5);
}