#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; layout (location = 3) in vec3 aTangent; layout (location = 4) in vec3 aBitangent; layout (location = 5) in ivec4 boneIds; layout (location = 6) in vec4 weights; layout (location = 7) in int bone_count; out vec3 FragPos; out vec3 Normal; out vec2 TexCoords; out vec4 FragPosLightSpace; out mat3 TBN; uniform mat4 projection; uniform mat4 view; uniform mat4 model; uniform mat4 lightSpaceMatrix; uniform bool hasBones; const int MAX_BONES = 100; uniform mat4 finalBonesMatrices[MAX_BONES]; vec4 AnimateBones() { vec4 totalPosition = vec4(0.0f); for(int i = 0; i < bone_count; i++) { int bone_id = boneIds[i]; if(bone_id >= MAX_BONES) { totalPosition = vec4(aPos, 1.0f); break; } // bone found, mark it vec4 localPosition = finalBonesMatrices[bone_id] * vec4(aPos, 1.0f); totalPosition += localPosition * weights[i]; vec3 localNormal = mat3(finalBonesMatrices[bone_id]) * aNormal; } if(totalPosition == vec4(0.0f)) { return vec4(aPos, 1.0f); } else { return totalPosition; } } void main() { vec4 totalPosition = hasBones ? AnimateBones() : vec4(aPos, 1.0); FragPos = vec3(model * vec4(aPos, 1.0)); Normal = transpose(inverse(mat3(model))) * aNormal; TexCoords = aTexCoords; FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0); gl_Position = projection * view * model * totalPosition; vec3 T = normalize(vec3(model * vec4(aTangent, 0.0))); vec3 B = normalize(vec3(model * vec4(aBitangent, 0.0))); vec3 N = normalize(vec3(model * vec4(aNormal, 0.0))); TBN = mat3(T, B, N); }