procedural-3d-engine/data/shaders/skeletalanimation/mesh.vert
Sascha Willems d1fbf8d00a
Skeletalanimation fix (#671)
* Fixed anc code cleanup for skeletal animation

Refs #669

* Fix android build
2020-02-20 14:25:29 +01:00

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1.2 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 inBoneWeights;
layout (location = 5) in ivec4 inBoneIDs;
#define MAX_BONES 64
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
mat4 bones[MAX_BONES];
vec4 lightPos;
vec4 viewPos;
} ubo;
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;
out gl_PerVertex
{
vec4 gl_Position;
};
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];
outColor = inColor;
outUV = inUV;
gl_Position = ubo.projection * ubo.view * ubo.model * boneTransform * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(boneTransform) * inNormal;
outLightVec = ubo.lightPos.xyz - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
}