63 lines
1.4 KiB
GLSL
63 lines
1.4 KiB
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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struct Bone
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{
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mat4 trans;
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};
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layout(std140, binding = 0) uniform Transform
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{
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mat4 viewProj;
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mat4 model;
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vec3 viewPos;
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} transform;
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layout(std140, binding = 1) uniform Skin
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{
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Bone skeleton[255];
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} skin;
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layout(location = 0) in vec3 vPos;
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layout(location = 1) in vec3 vNorm;
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layout(location = 2) in vec2 vUV;
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layout(location = 3) in vec3 vTan;
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layout(location = 4) in vec3 vBiTan;
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layout(location = 5) in uvec4 bones;
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layout(location = 6) in vec4 weights;
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layout(location = 0) out vec4 fVertPos;
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layout(location = 1) out vec3 fTanPos;
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layout(location = 2) out vec2 fUV;
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layout(location = 3) out vec3 fViewPos;
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layout(location = 4) out mat3 fTBN;
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void main()
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{
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vec4 totalPos = vec4(0.0f);
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for (uint i = 0; i < 4; ++i)
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{
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if (weights[i] == 0.0f)
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continue;
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totalPos += skin.skeleton[bones[i]].trans * vec4(vPos, 1.0f) * weights[i];
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}
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fVertPos = transform.model * totalPos;
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fUV = vUV;
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vec3 T = normalize(vec3(transform.model * vec4(vTan, 0.0f)));
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vec3 B = normalize(vec3(transform.model * vec4(vBiTan, 0.0f)));
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vec3 N = normalize(vec3(transform.model * vec4(vNorm, 0.0f)));
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T = normalize(T - dot(T, N) * N);
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fTBN = transpose(mat3(T, B, N));
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fTanPos = fTBN * fVertPos.xyz;
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fViewPos = fTBN * transform.viewPos;
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gl_Position = transform.viewProj * transform.model * totalPos;
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}
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