#shader vertex #version 440 core layout(location = 0) in vec3 VertexPosition; layout(location = 1) in vec2 UVPosition; layout(location = 2) in vec3 Normal; layout(location = 3) in vec3 Tangent; layout(location = 4) in vec3 Bitangent; layout(location = 5) in ivec4 BoneIDs; layout(location = 6) in vec4 Weights; uniform mat4 u_Model; uniform mat4 u_View; uniform mat4 u_Projection; const int MAX_BONES = 200; const int MAX_BONES_INFLUENCE = 4; uniform mat4 u_FinalBonesMatrice[MAX_BONES]; out vec3 FragPos; out mat3 TBN; out vec2 UV; void main() { mat4 boneTransform = u_FinalBonesMatrice[BoneIDs.x] * Weights.x; boneTransform += u_FinalBonesMatrice[BoneIDs.y] * Weights.y; boneTransform += u_FinalBonesMatrice[BoneIDs.z] * Weights.z; boneTransform += u_FinalBonesMatrice[BoneIDs.w] * Weights.w; mat3 normalMatrix = transpose(inverse(mat3(boneTransform))); vec3 T = normalize(normalMatrix * Tangent); vec3 N = normalize(normalMatrix * Normal); vec3 B = normalize(normalMatrix * Bitangent); TBN = mat3(T, B, N); UV = UVPosition; vec4 totalPosition = vec4(0.0f); for (int i = 0; i < MAX_BONES_INFLUENCE; i++) { if (BoneIDs[i] == -1) { continue; } if (BoneIDs[i] >= MAX_BONES) { totalPosition = vec4(VertexPosition, 1.0f); break; } vec4 localPosition = u_FinalBonesMatrice[BoneIDs[i]] * vec4(VertexPosition, 1.0f); totalPosition += localPosition * Weights[i]; // vec3 localNormal = mat3(u_FinalBonesMatrice[BoneIDs[i]]) * Normal; } gl_Position = u_Projection * u_View * u_Model * totalPosition; } #shader fragment #version 440 core layout(location = 0) out vec4 gAlbedo; layout(location = 1) out vec4 gNormal; layout(location = 2) out vec4 gMaterial; layout(location = 3) out int gEntityID; layout(location = 4) out float gEmissive; in vec3 FragPos; in vec2 UV; in mat3 TBN; // Material uniform sampler2D m_Albedo; uniform sampler2D m_Metalness; uniform sampler2D m_Roughness; uniform sampler2D m_AO; uniform sampler2D m_Normal; uniform sampler2D m_Displacement; uniform int u_EntityID; layout(std140, binding = 32) uniform u_MaterialUniform { int u_HasAlbedo; vec3 m_AlbedoColor; // 16 byte int u_HasMetalness; // 32 byte float u_MetalnessValue; // 36 byte int u_HasRoughness; // 40 byte float u_RoughnessValue; // 44 byte int u_HasAO; // 48 byte float u_AOValue; // 52 byte int u_HasNormal; // 56 byte int u_HasDisplacement; // 60 byte int u_Unlit; float u_Emissive; }; void main() { // Normal vec3 normal = vec3(0.5, 0.5, 1.0); if (u_HasNormal == 1) normal = texture(m_Normal, UV).rgb; normal = normal * 2.0 - 1.0; normal = TBN * normalize(normal); gNormal = vec4(normal / 2.0 + 0.5, 1.0f); // Albedo gAlbedo = vec4(m_AlbedoColor, 1.0f); if (u_HasAlbedo == 1) { vec4 albedoSample = texture(m_Albedo, UV); gAlbedo.rgb = albedoSample.rgb * m_AlbedoColor.rgb; gAlbedo.a = albedoSample.a; if (albedoSample.a < 0.1f) { discard; } } // Material float finalMetalness = u_MetalnessValue; if (u_HasMetalness == 1) finalMetalness = texture(m_Metalness, UV).r; float finalAO = u_AOValue; if (u_HasAO == 1) finalAO = texture(m_AO, UV).r; float finalRoughness = u_RoughnessValue; if (u_HasRoughness == 1) finalRoughness = texture(m_Roughness, UV).r; gMaterial = vec4(0, 0, 0, u_Unlit); gMaterial.r = finalMetalness; gMaterial.g = finalAO; gMaterial.b = finalRoughness; gEntityID = int(u_EntityID); gEmissive = u_Emissive; }