Renderer/assets/Shaders/instanced/proceduraltree/proceduraltree.vs
2023-09-09 14:58:13 -04:00

75 lines
1.8 KiB
GLSL

//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;
}