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squidout/src/game/Rendering/OpenGL/Shaders/Deferred/1/Vertex.glsl
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GLSL

/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#version 440
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
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 TextureCoord;
layout (location = 5) in vec4 DiffuseColor;
layout (location = 6) in vec4 SpecularColor;
layout (location = 7) in vec4 BoneIndices1;
layout (location = 8) in vec4 BoneIndices2;
layout (location = 9) in vec4 BoneWeights1;
layout (location = 10) in vec4 BoneWeights2;
out VertexData
{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoord;
vec4 DiffuseColor;
vec4 SpecularColor;
vec4 BoneIndices1;
vec4 BoneIndices2;
vec4 BoneWeights1;
vec4 BoneWeights2;
} Output;
void main()
{
mat4 boneTransform = mat4(1);
if (length(BoneWeights1 + BoneWeights2) > 0) {
boneTransform = BoneWeights1[0] * Bones[int(BoneIndices1[0])]
+ BoneWeights1[1] * Bones[int(BoneIndices1[1])]
+ BoneWeights1[2] * Bones[int(BoneIndices1[2])]
+ BoneWeights1[3] * Bones[int(BoneIndices1[3])]
+ BoneWeights2[0] * Bones[int(BoneIndices2[0])]
+ BoneWeights2[1] * Bones[int(BoneIndices2[1])]
+ BoneWeights2[2] * Bones[int(BoneIndices2[2])]
+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
}
gl_Position = MVP * boneTransform * vec4(Position, 1.0);
Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
Output.Tangent = Tangent;
Output.BiTangent = BiTangent;
Output.TextureCoord = TextureCoord;
Output.DiffuseColor = DiffuseColor;
Output.SpecularColor = SpecularColor;
Output.BoneIndices1 = BoneIndices1;
Output.BoneIndices2 = BoneIndices2;
Output.BoneWeights1 = BoneWeights1;
Output.BoneWeights2 = BoneWeights2;
}