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Transform the vertex normals by the animated matrix

pull/4646/head
Jeffery Myers 3 月之前
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共有 1 個檔案被更改,包括 13 行新增1 行删除
  1. +13
    -1
      examples/models/resources/shaders/glsl330/skinning.vs

+ 13
- 1
examples/models/resources/shaders/glsl330/skinning.vs 查看文件

@ -6,16 +6,19 @@
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
in vec3 vertexNormal;
in vec4 vertexBoneIds;
in vec4 vertexBoneWeights;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matNormal;
uniform mat4 boneMatrices[MAX_BONE_NUM];
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
void main()
{
@ -29,9 +32,18 @@ void main()
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
vec4 skinnedNormal =
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexNormal, 0.0)) +
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexNormal, 0.0)) +
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexNormal, 0.0)) +
vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexNormal, 0.0));
skinnedNormal.w = 0.0;
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*skinnedNormal));
gl_Position = mvp*skinnedPosition;
}

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