//Vertex Shader #version 330 core //input buffers layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec4 aWeights; layout (location = 3) in vec4 aIndex; //coordinate space transformation matrices uniform mat4 transform; uniform mat4 model; uniform mat4 view; uniform mat4 projection; //bone related variables const int MAX_WEIGHTS = 4; const int MAX_BONES = 100; uniform mat4 bones[MAX_BONES]; uniform int hasBones; uniform int numBones; //output buffers out vec3 Normal; out vec3 FragPos; void main() { //apply bone transform to position vectors vec4 FinalVertex = vec4(aPos, 1.0); vec4 FinalNormal = vec4(aNormal, 1.0); if(hasBones==1){ //calculate bone transform 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 FinalVertex = BoneTransform * vec4(aPos, 1.0); FinalNormal = BoneTransform * vec4(aNormal, 1.0); } //make sure the W component is 1.0 FinalVertex = vec4(FinalVertex.xyz, 1.0); FinalNormal = vec4(FinalNormal.xyz, 1.0); //push frag, normal, and texture positions to fragment shader FragPos = vec3(model * FinalVertex); Normal = mat3(transpose(inverse(model))) * FinalNormal.xyz; //set final position with opengl space gl_Position = projection * view * model * FinalVertex; }