68 lines
1.7 KiB
GLSL
68 lines
1.7 KiB
GLSL
#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;
|
|
} |