#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable 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 inBoneWeights; layout (location = 5) in ivec4 inBoneIDs; #define MAX_BONES 128 layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 bones[MAX_BONES]; vec4 lightPos; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec2 outUV; layout (location = 3) out vec3 outEyePos; layout (location = 4) out vec3 outLightVec; void main() { mat4 boneTransform = ubo.bones[inBoneIDs[0]] * inBoneWeights[0]; boneTransform += ubo.bones[inBoneIDs[1]] * inBoneWeights[1]; boneTransform += ubo.bones[inBoneIDs[2]] * inBoneWeights[2]; boneTransform += ubo.bones[inBoneIDs[3]] * inBoneWeights[3]; outNormal = inNormal; outColor = inColor; outUV = inUV; gl_Position = ubo.projection * ubo.model * boneTransform * vec4(inPos.xyz, 1.0); outEyePos = (gl_Position).xyz; vec4 lightPos = ubo.lightPos; outLightVec = normalize(lightPos.xyz - outEyePos); }