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