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