#include "utils/spm_layout.h" #include "../utils/get_world_location.vert" 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; f_vertex_color = v_color.zyxw; f_uv = v_uv; f_uv_two = v_uv_two; f_material_id = u_object_buffer.m_objects[gl_InstanceIndex].m_material_id; }