Renderer/assets/Shaders/lightDepth/lightDepth.vs
2022-06-06 18:11:05 -04:00

31 lines
962 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 2) in vec4 aWeights;
layout (location = 3) in vec4 aIndex;
uniform mat4 lightSpaceMatrix;
uniform mat4 model;
//bone related variables
const int MAX_WEIGHTS = 4;
const int MAX_BONES = 100;
uniform mat4 bones[MAX_BONES];
uniform int numBones;
uniform int hasBones;
void main(){
mat4 BoneTransform = (bones[int(aIndex[0])] * aWeights[0]);
BoneTransform = BoneTransform + (bones[int(aIndex[1])] * aWeights[1]);
BoneTransform = BoneTransform + (bones[int(aIndex[2])] * aWeights[2]);
BoneTransform = BoneTransform + (bones[int(aIndex[3])] * aWeights[3]);
//apply bone transform to position vectors
vec4 FinalVertex = BoneTransform * vec4(aPos, 1.0);
//normalize w component
FinalVertex = vec4(FinalVertex.xyz, 1.0);
if(hasBones == 0){
FinalVertex = vec4(aPos, 1.0);
}
gl_Position = lightSpaceMatrix * model * FinalVertex;
}