82 lines
1.8 KiB
GLSL
82 lines
1.8 KiB
GLSL
#version 330 core
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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 vec3 vBitangent;
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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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in vec3 vPosition2;
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in vec3 vPosition3;
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out VS_OUT {
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vec3 normal;
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} vs_out;
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uniform mat4 mtxProj;
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uniform mat4 mtxCam;
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uniform mat4 mtxMdl;
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uniform mat4 camMtx;
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// Skinning uniforms
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uniform mat4 bones[200];
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uniform int NoSkinning;
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uniform int RigidSkinning;
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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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vec3 normal = vNormal;
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vec4 objPos = vec4(vPosition.xyz, 1.0);
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if (vBone.x != -1.0)
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objPos = skin(vPosition, index);
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if(vBone.x != -1.0)
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normal = normalize((skinNRM(vNormal.xyz, index)).xyz);
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if (RigidSkinning == 1)
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{
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objPos = (bones[index.x] * vec4(vPosition, 1.0));
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normal = vNormal;
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normal = mat3(bones[index.x]) * vNormal.xyz * 1;
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}
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normal = normalize(mat3(mtxMdl) * normal.xyz);
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gl_Position = mtxCam * mtxMdl * vec4(objPos.xyz, 1.0);
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mat3 normalMatrix = mat3(transpose(inverse(camMtx * mtxMdl)));
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vs_out.normal = normalize(vec3(mtxProj * vec4(normalMatrix * normal, 0.0)));
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} |