#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (location = 3) in vec3 inColor; layout (location = 4) in vec4 inJointIndices; layout (location = 5) in vec4 inJointWeights; layout (set = 0, binding = 0) uniform UBOScene { mat4 projection; mat4 view; vec4 lightPos; } uboScene; layout(push_constant) uniform PushConsts { mat4 model; } primitive; layout(std430, set = 1, binding = 0) readonly buffer JointMatrices { mat4 jointMatrices[]; }; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec2 outUV; layout (location = 3) out vec3 outViewVec; layout (location = 4) out vec3 outLightVec; void main() { outNormal = inNormal; outColor = inColor; outUV = inUV; // Calculate skinned matrix from weights and joint indices of the current vertex mat4 skinMat = inJointWeights.x * jointMatrices[int(inJointIndices.x)] + inJointWeights.y * jointMatrices[int(inJointIndices.y)] + inJointWeights.z * jointMatrices[int(inJointIndices.z)] + inJointWeights.w * jointMatrices[int(inJointIndices.w)]; gl_Position = uboScene.projection * uboScene.view * primitive.model * skinMat * vec4(inPos.xyz, 1.0); outNormal = normalize(transpose(inverse(mat3(uboScene.view * primitive.model * skinMat))) * inNormal); vec4 pos = uboScene.view * vec4(inPos, 1.0); vec3 lPos = mat3(uboScene.view) * uboScene.lightPos.xyz; outLightVec = lPos - pos.xyz; outViewVec = -pos.xyz; }