71 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| //Vertex Shader
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| #version 400 core
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| 
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| 
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| 
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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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| 
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| 
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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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| 
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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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| 
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| 
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| 
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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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| 
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| 
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| 
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| 
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| void main() {
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| 
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|     
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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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|     vec4 FinalNormal = BoneTransform * vec4(aNormal, 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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|     FinalNormal = vec4(FinalNormal.xyz, 1.0);
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| 
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| 
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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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| 
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|     //shadow map stuff
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|     FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
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| 
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| 
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|     //set final position with opengl space
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|     gl_Position = projection * view * model * FinalVertex;
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| } |