#version 330 core layout (location = 0) in vec3 aPos; layout (location = 2) in vec4 aWeights; layout (location = 3) in vec4 aIndex; uniform mat4 lightSpaceMatrix; uniform mat4 model; //bone related variables const int MAX_WEIGHTS = 4; const int MAX_BONES = 100; uniform mat4 bones[MAX_BONES]; uniform int numBones; uniform int hasBones; void main(){ mat4 BoneTransform = (bones[int(aIndex[0])] * aWeights[0]); BoneTransform = BoneTransform + (bones[int(aIndex[1])] * aWeights[1]); BoneTransform = BoneTransform + (bones[int(aIndex[2])] * aWeights[2]); BoneTransform = BoneTransform + (bones[int(aIndex[3])] * aWeights[3]); //apply bone transform to position vectors vec4 FinalVertex = BoneTransform * vec4(aPos, 1.0); //normalize w component FinalVertex = vec4(FinalVertex.xyz, 1.0); if(hasBones == 0){ FinalVertex = vec4(aPos, 1.0); } gl_Position = lightSpaceMatrix * model * FinalVertex; }