Started working on gltf skinned vertex animation sample
Will replace the old assimp based skeletal animation sample
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data/shaders/gltfskinning/mesh.vert
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55
data/shaders/gltfskinning/mesh.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (location = 4) in vec4 inJointIndices;
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layout (location = 5) in vec4 inJointWeights;
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layout (set = 0, binding = 0) uniform UBOScene
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{
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mat4 projection;
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mat4 view;
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vec4 lightPos;
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} uboScene;
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layout(push_constant) uniform PushConsts {
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mat4 model;
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} primitive;
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layout(std430, set = 2, binding = 0) readonly buffer JointMatrices {
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mat4 jointMatrices[];
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};
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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 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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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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inJointWeights.z * jointMatrices[int(inJointIndices.z)] +
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inJointWeights.w * jointMatrices[int(inJointIndices.w)];
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gl_Position = uboScene.projection * uboScene.view * primitive.model * skinMat * vec4(inPos.xyz, 1.0);
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vec4 pos = uboScene.view * vec4(inPos, 1.0);
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outNormal = mat3(uboScene.view) * inNormal;
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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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