stk-code_catmod/data/shaders/ge_shaders/spm_skinning.vert

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1.1 KiB
GLSL
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#include "utils/spm_layout.h"
#include "../utils/get_world_location.vert"
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void main()
{
int offset = u_object_buffer.m_objects[gl_InstanceIndex].m_skinning_offest;
mat4 joint_matrix =
v_weight[0] * u_skinning_matrices.m_mat[max(v_joint[0] + offset, 0)] +
v_weight[1] * u_skinning_matrices.m_mat[max(v_joint[1] + offset, 0)] +
v_weight[2] * u_skinning_matrices.m_mat[max(v_joint[2] + offset, 0)] +
v_weight[3] * u_skinning_matrices.m_mat[max(v_joint[3] + offset, 0)];
vec4 v_skinning_position = joint_matrix * vec4(v_position.xyz, 1.0);
vec4 v_world_position = getWorldPosition(
u_object_buffer.m_objects[gl_InstanceIndex].m_position.xyz,
u_object_buffer.m_objects[gl_InstanceIndex].m_rotation,
u_object_buffer.m_objects[gl_InstanceIndex].m_scale.xyz,
v_skinning_position.xyz);
gl_Position = u_camera.m_projection_view_matrix * v_world_position;
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f_vertex_color = v_color.zyxw;
f_uv = v_uv;
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f_uv_two = v_uv_two;
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f_material_id = u_object_buffer.m_objects[gl_InstanceIndex].m_material_id;
}