diff options
Diffstat (limited to 'deps/raylib/examples/models/resources/shaders/glsl330/skinning.vs')
-rw-r--r-- | deps/raylib/examples/models/resources/shaders/glsl330/skinning.vs | 37 |
1 files changed, 37 insertions, 0 deletions
diff --git a/deps/raylib/examples/models/resources/shaders/glsl330/skinning.vs b/deps/raylib/examples/models/resources/shaders/glsl330/skinning.vs new file mode 100644 index 0000000..7513611 --- /dev/null +++ b/deps/raylib/examples/models/resources/shaders/glsl330/skinning.vs @@ -0,0 +1,37 @@ +#version 330 + +#define MAX_BONE_NUM 128 + +// Input vertex attributes +in vec3 vertexPosition; +in vec2 vertexTexCoord; +in vec4 vertexColor; +in vec4 vertexBoneIds; +in vec4 vertexBoneWeights; + +// Input uniform values +uniform mat4 mvp; +uniform mat4 boneMatrices[MAX_BONE_NUM]; + +// Output vertex attributes (to fragment shader) +out vec2 fragTexCoord; +out vec4 fragColor; + +void main() +{ + int boneIndex0 = int(vertexBoneIds.x); + int boneIndex1 = int(vertexBoneIds.y); + int boneIndex2 = int(vertexBoneIds.z); + int boneIndex3 = int(vertexBoneIds.w); + + vec4 skinnedPosition = + vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) + + vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) + + vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) + + vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0)); + + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + + gl_Position = mvp*skinnedPosition; +}
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