#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; 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; const int MAX_BONE_INFLUENCE = 4; uniform mat4 finalBonesMatrices[MAX_BONES]; vec4 AnimateBones() { vec4 totalPosition = vec4(0.0f); for(int i = 0; i < MAX_BONE_INFLUENCE; i++) { if(boneIds[i] == -1) continue; if(boneIds[i] >= MAX_BONES) { totalPosition = vec4(aPos, 1.0f); break; } int bone_id = boneIds[i]; vec4 localPosition = finalBonesMatrices[bone_id] * vec4(aPos, 1.0f); totalPosition += localPosition * weights[i]; vec3 localNormal = mat3(finalBonesMatrices[boneIds[i]]) * aNormal; } 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); }