Files
axyz/resources/Shaders/ShadowSkinned.vert.glsl
T
2016-03-13 19:01:30 +01:00

25 lines
646 B
GLSL

#version 430
uniform mat4 PVM;
uniform mat4 Bones[100];
layout (location = 0) in vec3 Position;
layout (location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 BoneIndices;
layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
mat4 boneTransform = mat4(1);
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
gl_Position = PVM * boneTransform * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
}