71 lines
1.7 KiB
GLSL
71 lines
1.7 KiB
GLSL
//Vertex Shader
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#version 330 core
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//input buffers
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec4 aWeights;
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layout (location = 3) in vec4 aIndex;
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layout (location = 4) in vec2 aTex;
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//coordinate space transformation matrices
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uniform mat4 transform;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 lightSpaceMatrix;
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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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uniform int hasBones;
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uniform int numBones;
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//output buffers
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out vec3 Normal;
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out vec3 FragPos;
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out vec2 TexCoord;
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out vec4 FragPosLightSpace;
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void main() {
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//calculate bone transform
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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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vec4 FinalNormal = BoneTransform * vec4(aNormal, 1.0);
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//make sure the W component is 1.0
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FinalVertex = vec4(FinalVertex.xyz, 1.0);
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FinalNormal = vec4(FinalNormal.xyz, 1.0);
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//push frag, normal, and texture positions to fragment shader
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FragPos = vec3(model * FinalVertex);
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Normal = mat3(transpose(inverse(model))) * FinalNormal.xyz;
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TexCoord = aTex;
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//shadow map stuff
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FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
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//set final position with opengl space
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gl_Position = projection * view * model * FinalVertex;
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} |