Renderer/assets/Shaders/backup/NewVertexShader.vs

97 lines
3.1 KiB
GLSL

//Vertex Shader
#version 430 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec4 aWeights;
layout (location = 3) in vec4 aIndex;
layout (location = 4) in vec2 aText;
uniform mat4 transform;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
const int MAX_BONES = 100;
uniform mat4 bones[MAX_BONES];
uniform int hasBones;
uniform int numBones;
uniform int hasTexture;
out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;
void main()
{
vec4 FinalVertex = vec4(aPos, 1.0);
vec4 FinalNormal = vec4(aNormal, 0.0);
if(hasBones == 1){
//mat4 BoneTransform;
//for(int i = 0; i < MAX_BONES; i++){
// if(i < numBones){
// BoneTransform += bones[i] * aWeights[i];
// }
//}
//vec4 FinalVertex = vec4(aPos, 1.0);
//vec4 FinalNormal = vec4(aNormal, 1.0);
//mat4 BoneTransform;
//BoneTransform = mat4(
// 1.0,0.0,0.0,0.0,
// 0.0,1.0,0.0,0.0,
// 0.0,0.0,1.0,0.0,
// 0.0,0.0,0.0,1.0);
//BoneTransform = BoneTransform * mat4(
// 1.0,0.0,0.0,0.0,
// 0.0,1.0,0.0,0.0,
// 0.0,0.0,2.0,0.0,
// 0.0,0.0,0.0,1.0);
//BoneTransform = BoneTransform * bones[aIndex[0]] * aWeights[0];
//BoneTransform += bones[aIndex[0]] * 1.0;
//BoneTransform += bones[aIndex[1]] * aWeights[1];
//BoneTransform += bones[aIndex[2]] * aWeights[2];
//BoneTransform += bones[aIndex[3]] * aWeights[3];
//FinalVertex = BoneTransform * FinalVertex;
vec4 inputVertex = FinalVertex;
vec4 inputNormal = FinalNormal;
//mat4 BoneTransform;
//BoneTransform = bones[int(aIndex[0])] * aWeights[0];
//BoneTransform += bones[int(aIndex[1])] * aWeights[1];
//BoneTransform += bones[int(aIndex[2])] * aWeights[2];
//BoneTransform += bones[int(aIndex[3])] * aWeights[3];
//FinalVertex = BoneTransform * inputVertex;
//FinalNormal = BoneTransform * inputNormal;
FinalVertex = (bones[int(aIndex[0])] * inputVertex) * aWeights[0];
FinalVertex = (bones[int(aIndex[1])] * inputVertex) * aWeights[1] + FinalVertex;
FinalVertex = (bones[int(aIndex[2])] * inputVertex) * aWeights[2] + FinalVertex;
FinalVertex = (bones[int(aIndex[3])] * inputVertex) * aWeights[3] + FinalVertex;
FinalNormal = (bones[int(aIndex[0])] * inputNormal) * aWeights[0];
FinalNormal = (bones[int(aIndex[1])] * inputNormal) * aWeights[1] + FinalNormal;
FinalNormal = (bones[int(aIndex[2])] * inputNormal) * aWeights[2] + FinalNormal;
FinalNormal = (bones[int(aIndex[3])] * inputNormal) * aWeights[3] + FinalNormal;
} else {
//gl_Position = projection * view * model * vec4(aPos, 1.0);
}
vec2 FinalTexture = vec2(1.0,1.0);
if(hasTexture == 1){
FinalTexture = aText;
}
TexCoords = FinalTexture;
FragPos = vec3(model * FinalVertex);
Normal = vec3(transpose(inverse(model)) * FinalNormal);
gl_Position = projection * view * model * FinalVertex;
}