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