procedural-3d-engine/shaders/glsl/gltfskinning/skinnedmodel.vert
2023-05-09 21:03:02 +02:00

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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;
}