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Switch-Toolbox/Toolbox/Shader/Bone.vert

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GLSL
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#version 330
in vec4 point;
uniform mat4 mtxCam;
uniform mat4 mtxMdl;
uniform mat4 bone;
uniform mat4 parent;
uniform mat4 rotation;
uniform mat4 ModelMatrix;
uniform int hasParent;
uniform float scale;
void main()
{
vec4 position = bone * rotation * vec4(point.xyz * scale, 1);
if (hasParent == 1)
{
if (point.w == 0)
position = parent * rotation * vec4(point.xyz * scale, 1);
else
position = bone * rotation * vec4((point.xyz - vec3(0, 1, 0)) * scale, 1);
}
gl_Position = mtxCam * mtxMdl * ModelMatrix * vec4(position.xyz, 1);
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}