Files
Nuake/Data/Shaders/shadowMap_skinned.shader
2025-01-31 18:04:43 -05:00

46 lines
1.1 KiB
GLSL

#shader vertex
#version 440 core
layout(location = 0) in vec3 Position;
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_LightTransform;
uniform mat4 u_Model;
const int MAX_BONES = 200;
const int MAX_BONES_INFLUENCE = 4;
uniform mat4 u_FinalBonesMatrice[MAX_BONES];
void main()
{
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(Position, 1.0f);
break;
}
vec4 localPosition = u_FinalBonesMatrice[BoneIDs[i]] * vec4(Position, 1.0f);
totalPosition += localPosition * Weights[i];
// vec3 localNormal = mat3(u_FinalBonesMatrice[BoneIDs[i]]) * Normal;
}
gl_Position = u_LightTransform * u_Model * totalPosition;
}
#shader fragment
#version 440 core
void main() { }