//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 = 4) in vec2 aTex; layout (location = 5) in vec4 modelA; layout (location = 6) in vec4 modelB; layout (location = 7) in vec4 modelC; layout (location = 8) in vec4 modelD; layout (location = 9) in vec4 boneA; layout (location = 10) in vec4 boneB; layout (location = 11) in vec4 boneC; layout (location = 12) in vec4 boneD; layout (location = 13) in float baseSize; //coordinate space transformation matrices uniform mat4 transform; uniform mat4 view; uniform mat4 projection; uniform mat4 lightSpaceMatrix; //output buffers out vec3 Normal; out vec3 FragPos; out vec2 TexCoord; out vec4 FragPosLightSpace; void main() { mat4 model = mat4(modelA,modelB,modelC,modelD); mat4 scaleMatrix = mat4( baseSize,0,0,0, 0,baseSize,0,0, 0,0,baseSize,0, 0,0,0,1 ); mat4 bone = mat4(boneA,boneB,boneC,boneD); mat4 BoneTransform = (bone * aWeights[0]) + (scaleMatrix * (1.0 - aWeights[0])); //normalize posiiton and normal vec4 FinalVertex = BoneTransform * vec4(aPos, 1.0); vec4 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))) * aNormal; TexCoord = aTex; //shadow map stuff FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0); //set final position with opengl space gl_Position = projection * view * model * FinalVertex; }