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@ -1,16 +1,19 @@ |
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#version 330 |
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#define MAX_BONE_NUM 128 |
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// Input vertex attributes |
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in vec3 vertexPosition; |
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in vec2 vertexTexCoord; |
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in vec4 vertexColor; |
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in vec4 vertexBoneIds; |
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in vec4 vertexBoneWeights; |
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#define MAX_BONE_NUM 128 |
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uniform mat4 boneMatrices[MAX_BONE_NUM]; |
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// Input uniform values |
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uniform mat4 mvp; |
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uniform mat4 boneMatrices[MAX_BONE_NUM]; |
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// Output vertex attributes (to fragment shader) |
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out vec2 fragTexCoord; |
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out vec4 fragColor; |
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@ -22,13 +25,13 @@ void main() |
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int boneIndex3 = int(vertexBoneIds.w); |
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vec4 skinnedPosition = |
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vertexBoneWeights.x * (boneMatrices[boneIndex0] * vec4(vertexPosition, 1.0f)) + |
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vertexBoneWeights.y * (boneMatrices[boneIndex1] * vec4(vertexPosition, 1.0f)) + |
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vertexBoneWeights.z * (boneMatrices[boneIndex2] * vec4(vertexPosition, 1.0f)) + |
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vertexBoneWeights.w * (boneMatrices[boneIndex3] * vec4(vertexPosition, 1.0f)); |
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vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) + |
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vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) + |
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vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) + |
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vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0)); |
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fragTexCoord = vertexTexCoord; |
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fragColor = vertexColor; |
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gl_Position = mvp * skinnedPosition; |
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gl_Position = mvp*skinnedPosition; |
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} |