77 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			77 lines
		
	
	
		
			1.8 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 =  4) in vec2 aTex;
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layout (location =  5) in vec4 modelA;
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layout (location =  6) in vec4 modelB;
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layout (location =  7) in vec4 modelC;
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layout (location =  8) in vec4 modelD;
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layout (location =  9) in vec4 boneA;
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layout (location = 10) in vec4 boneB;
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layout (location = 11) in vec4 boneC;
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layout (location = 12) in vec4 boneD;
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layout (location = 13) in float baseSize;
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//coordinate space transformation matrices
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uniform mat4 transform;
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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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//output buffers
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out vec3 Normal;
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out vec3 FragPos;
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out vec3 ViewFragPos;
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out vec2 TexCoord;
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out vec4 FragPosLightSpace;
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void main() {
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    mat4 model = mat4(modelA,modelB,modelC,modelD);
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    mat4 scaleMatrix = mat4(
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        baseSize,0,0,0,
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        0,baseSize,0,0,
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        0,0,baseSize,0,
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        0,0,0,1
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    );
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    mat4 bone = mat4(boneA,boneB,boneC,boneD);
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    mat4 BoneTransform = (bone * aWeights[0]) + (scaleMatrix * (1.0 - aWeights[0]));
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    //normalize posiiton and normal
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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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    ViewFragPos = vec3(view * model * FinalVertex);
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    Normal = mat3(transpose(inverse(model))) * aNormal;
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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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}
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