75 lines
1.5 KiB
GLSL
75 lines
1.5 KiB
GLSL
#version 330
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const int MY_ARRAY_SIZE = 200;
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in vec3 vPosition;
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in vec3 vNormal;
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in vec3 vTangent;
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in vec2 vUV0;
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in vec4 vColor;
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in vec4 vBone;
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in vec4 vWeight;
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in vec2 vUV1;
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in vec2 vUV2;
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out vec2 f_texcoord0;
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out vec2 f_texcoord1;
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out vec2 f_texcoord2;
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out vec2 f_texcoord3;
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out vec3 normal;
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out vec4 color;
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out vec3 position;
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// Skinning uniforms
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uniform mat4 bones[190];
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uniform mat4 mtxCam;
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uniform mat4 mtxMdl;
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uniform mat4 previewScale;
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vec4 skin(vec3 pos, ivec4 index)
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{
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vec4 newPosition = vec4(pos.xyz, 1.0);
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newPosition = bones[index.x] * vec4(pos, 1.0) * vWeight.x;
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newPosition += bones[index.y] * vec4(pos, 1.0) * vWeight.y;
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newPosition += bones[index.z] * vec4(pos, 1.0) * vWeight.z;
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if (vWeight.w < 1) //Necessary. Bones may scale weirdly without
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newPosition += bones[index.w] * vec4(pos, 1.0) * vWeight.w;
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return newPosition;
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}
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vec3 skinNRM(vec3 nr, ivec4 index)
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{
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vec3 newNormal = vec3(0);
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newNormal = mat3(bones[index.x]) * nr * vWeight.x;
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newNormal += mat3(bones[index.y]) * nr * vWeight.y;
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newNormal += mat3(bones[index.z]) * nr * vWeight.z;
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newNormal += mat3(bones[index.w]) * nr * vWeight.w;
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return newNormal;
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}
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void main()
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{
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ivec4 index = ivec4(vBone);
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vec4 objPos = vec4(vPosition.xyz, 1.0);
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vec4 position = mtxCam * mtxMdl * vec4(objPos.xyz, 1.0);
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normal = vNormal;
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color = vColor;
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position = objPos;
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f_texcoord0 = vUV0;
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f_texcoord1 = vUV1;
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f_texcoord2 = vUV2;
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gl_Position = mtxCam * mtxMdl * vec4(vPosition.xyz, 1.0);
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vec3 distance = (vPosition.xyz + vec3(5, 5, 5))/2;
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} |