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