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

59 lines
1.6 KiB
GLSL

#version 430
#define MAX_SPLITS 4
uniform mat4 PVM;
uniform mat4 VM;
uniform mat4 TIM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
uniform mat4 LightV[MAX_SPLITS];
uniform mat4 LightP[MAX_SPLITS];
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec3 Tangent;
layout(location = 3) in vec3 BiTangent;
layout(location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 BoneIndices;
layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}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.Position = (boneTransform * vec4(Position, 1.0)).xyz;
Output.ViewSpacePosition = VM * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(M * boneTransform * vec4(Normal, 0.0));
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
Output.ExplosionColor = vec4(1.0);
Output.ExplosionPercentageElapsed = 0.0;
for(int i = 0; i < MAX_SPLITS; i++)
{
Output.PositionLightSpace[i] = LightP[i] * LightV[i] * M * boneTransform * vec4(Position, 1.0);
}
}