52 lines
No EOL
1.5 KiB
GLSL
52 lines
No EOL
1.5 KiB
GLSL
#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;
|
|
} |