12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152 |
- #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 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(inverse(transpose(ubo.model * boneTransform))) * inNormal;
- outLightVec = ubo.lightPos.xyz - pos.xyz;
- outViewVec = ubo.viewPos.xyz - pos.xyz;
- }
|