prosperon/source/shaders/3d/modelvert.glsl

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2022-06-21 23:16:14 -05:00
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
layout (location = 5) in ivec4 boneIds;
layout (location = 6) in vec4 weights;
layout (std140) uniform Matrices {
mat4 projection;
mat4 view;
};
//out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;
//out vec3 TangentLightPos;
out vec3 TangentViewPos;
out vec3 TangentFragPos;
out vec4 FragPosLightSpace;
out mat3 TBN;
uniform mat4 model;
uniform mat4 lightSpaceMatrix;
uniform vec3 viewPos;
const int MAX_BONES = 100;
const int MAX_BONE_INFLUENCE = 4;
uniform mat4 finalBonesMatrices[MAX_BONES];
void main()
{
vec4 totalPosition = vec4(0.f);
for (int i = 0; i < MAX_BONE_INFLUENCE; i++) {
if (boneIds[i] == -1)
continue;
if (boneIds[i] >= 4) {
totalPosition = vec4(aPos, 1.f);
break;
}
vec4 localPosition = finalBonesMatrices[boneIds[i]] * vec4(aPos, 1.f);
totalPosition += localPosition * weights[i];
vec3 localNormal = mat3(finalBonesMatrices[boneIds[i]]) * aNormal;
}
FragPos = vec3(model * vec4(aPos, 1.f));
TexCoords = aTexCoords;
mat3 normalMatrix = transpose(inverse(mat3(model)));
vec3 T = normalize(normalMatrix * aTangent);
vec3 N = normalize(normalMatrix * aNormal);
T = normalize(T - dot(T, N) * N);
vec3 B = cross(N, T);
TBN = transpose(mat3(T, B, N));
// TangentLightPos = TBN * lightPos;
TangentViewPos = TBN * viewPos;
TangentFragPos = TBN * FragPos;
FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.f);
gl_Position = projection * view * model * totalPosition;
}