Skinned mesh stuff moved to class, added resources
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26b02736d5
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7087d7d14e
19 changed files with 2637 additions and 14775 deletions
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@ -10,7 +10,7 @@ layout (location = 3) in vec3 inColor;
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layout (location = 4) in vec4 inBoneWeights;
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layout (location = 5) in ivec4 inBoneIDs;
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#define MAX_BONES 128
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#define MAX_BONES 64
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layout (binding = 0) uniform UBO
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{
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@ -18,12 +18,13 @@ layout (binding = 0) uniform UBO
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mat4 model;
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mat4 bones[MAX_BONES];
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vec4 lightPos;
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vec4 viewPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outEyePos;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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void main()
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@ -32,15 +33,15 @@ void main()
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boneTransform += ubo.bones[inBoneIDs[1]] * inBoneWeights[1];
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boneTransform += ubo.bones[inBoneIDs[2]] * inBoneWeights[2];
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boneTransform += ubo.bones[inBoneIDs[3]] * inBoneWeights[3];
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outNormal = inNormal;
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outColor = inColor;
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outUV = inUV;
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gl_Position = ubo.projection * ubo.model * boneTransform * vec4(inPos.xyz, 1.0);
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outEyePos = (gl_Position).xyz;
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vec4 lightPos = ubo.lightPos;
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outLightVec = normalize(lightPos.xyz - outEyePos);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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outLightVec = ubo.lightPos.xyz - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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}
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