Animation working
Code still wip and lacking comments
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23010275ce
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78a9b5bde1
5 changed files with 67 additions and 10 deletions
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@ -8,8 +8,6 @@ layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 5) in vec4 inColVis;
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layout (location = 0) out vec4 outFragColor;
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void main()
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@ -20,9 +18,7 @@ void main()
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.15) * inColor;
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vec3 diffuse = max(dot(N, L), 0.5) * inColor;
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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// outFragColor = inColVis;
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}
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BIN
data/shaders/gltfskinning/mesh.frag.spv
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BIN
data/shaders/gltfskinning/mesh.frag.spv
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@ -28,15 +28,13 @@ layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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layout (location = 5) out vec4 outColVis;
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void main()
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{
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outNormal = inNormal;
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outColor = inColor;
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outUV = inUV;
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// Calculated skinned matrix from vertice's weights and joint indices
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// Calculate skinned matrix from weights and joint indices of the current vertex
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mat4 skinMat =
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inJointWeights.x * jointMatrices[int(inJointIndices.x)] +
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inJointWeights.y * jointMatrices[int(inJointIndices.y)] +
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@ -50,6 +48,4 @@ void main()
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vec3 lPos = mat3(uboScene.view) * uboScene.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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outColVis = inJointWeights;
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}
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BIN
data/shaders/gltfskinning/mesh.vert.spv
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data/shaders/gltfskinning/mesh.vert.spv
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