68 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| //Vertex Shader
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| #version 430 core
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| 
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| 
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| 
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| 
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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 ivec4 aIndex;
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| 
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| 
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| 
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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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| 
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| 
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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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| out vec3 Normal;
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| out vec3 FragPos;
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| out vec2 TexCoords;
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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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|     if(hasBones == 1){
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|         //mat4 BoneTransform;
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|         //for(int i = 0; i < MAX_BONES; i++){
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|         //    if(i < numBones){
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|         //        BoneTransform += bones[i] * aWeights[i];
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|         //    }
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|         //}
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|         mat4 BoneTransform;
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|         BoneTransform = mat4(
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|             1.0,0.0,0.0,0.0,
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|             0.0,1.0,0.0,0.0,
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|             0.0,0.0,1.0,0.0,
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|             0.0,0.0,0.0,1.0);
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|         //BoneTransform = BoneTransform * mat4(
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|         //    1.0,0.0,0.0,0.0,
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|         //    0.0,1.0,0.0,0.0,
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|         //    0.0,0.0,2.0,0.0,
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|         //    0.0,0.0,0.0,1.0);
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|         BoneTransform  = BoneTransform * bones[aIndex[0]] * aWeights[0];
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|         BoneTransform += BoneTransform * bones[aIndex[1]] * aWeights[1];
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|         BoneTransform += BoneTransform * bones[aIndex[2]] * aWeights[2];
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|         BoneTransform += BoneTransform * bones[aIndex[3]] * aWeights[3];
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|         //BoneTransform += bones[aIndex[0]] * 1.0;
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|         //BoneTransform += bones[aIndex[1]] * aWeights[1];
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|         //BoneTransform += bones[aIndex[2]] * aWeights[2];
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|         //BoneTransform += bones[aIndex[3]] * aWeights[3];
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|         gl_Position = projection * view * model * BoneTransform * vec4(aPos, 1.0);
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|     } else {
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|         gl_Position = projection * view * model * vec4(aPos, 1.0);
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|     }
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|     FragPos = vec3(model * vec4(aPos, 1.0));
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|     Normal = vec3(vec4(aNormal, 1.0));
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|     TexCoords = vec2(0.5, 0.5);
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| } |