36 lines
		
	
	
		
			1000 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			36 lines
		
	
	
		
			1000 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 330 core
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| 
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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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| 
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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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| 
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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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| 
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| void main()
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| {
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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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| 
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|     
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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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| 
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|     
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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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| 
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|     //have to account for if dont have bones
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|     FinalVertex = vec4(aPos, 1.0);
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| 
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|     gl_Position = projection * view * model * FinalVertex;
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| }   |