layout(location = 0) in vec3 Position; layout(location = 1) in vec3 Normal; layout(location = 2) in vec4 Color; layout(location = 3) in vec4 Data1; layout(location = 4) in vec4 Data2; layout(location = 5) in ivec4 Joint; layout(location = 6) in vec4 Weight; layout(location = 7) in vec3 Origin; layout(location = 8) in vec3 Orientation; layout(location = 9) in vec3 Scale; layout(location = 10) in vec4 misc_data; #ifdef Use_Bindless_Texture layout(location = 11) in sampler2D Handle; layout(location = 12) in sampler2D SecondHandle; layout(location = 13) in sampler2D ThirdHandle; layout(location = 14) in sampler2D FourthHandle; #endif layout(location = 15) in uint skinning_offset; out vec3 nor; out vec3 tangent; out vec3 bitangent; out vec2 uv; out vec4 color; out vec2 color_change; #ifdef Use_Bindless_Texture flat out sampler2D handle; flat out sampler2D secondhandle; flat out sampler2D thirdhandle; flat out sampler2D fourthhandle; #endif #stk_include "utils/getworldmatrix.vert" void main(void) { mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale); mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix); vec4 idle_position = vec4(Position, 1.); vec4 idle_normal = vec4(Normal, 0.); vec4 skinned_position = vec4(0.); vec4 skinned_normal = vec4(0.); // Note : For normal we assume no scale factor in bone (otherwise we'll have to compute inversematrix for each bones...) vec4 single_bone_influenced_position; vec4 single_bone_influenced_normal; if (Joint[0] >= 0) { single_bone_influenced_position = joint_matrices[Joint[0] + skinning_offset] * idle_position; single_bone_influenced_position /= single_bone_influenced_position.w; single_bone_influenced_normal = joint_matrices[Joint[0] + skinning_offset] * idle_normal; } else { single_bone_influenced_position = idle_position; single_bone_influenced_normal = idle_normal; } skinned_position += Weight[0] * single_bone_influenced_position; skinned_normal += Weight[0] * single_bone_influenced_normal; if (Joint[1] >= 0) { single_bone_influenced_position= joint_matrices[Joint[1] + skinning_offset] * idle_position; single_bone_influenced_position /= single_bone_influenced_position.w; single_bone_influenced_normal = joint_matrices[Joint[1] + skinning_offset] * idle_normal; } else { single_bone_influenced_position = idle_position; single_bone_influenced_normal = idle_normal; } skinned_position += Weight[1] * single_bone_influenced_position; skinned_normal += Weight[1] * single_bone_influenced_normal; if (Joint[2] >= 0) { single_bone_influenced_position = joint_matrices[Joint[2] + skinning_offset] * idle_position; single_bone_influenced_position /= single_bone_influenced_position.w; single_bone_influenced_normal = joint_matrices[Joint[2] + skinning_offset] * idle_normal; } else { single_bone_influenced_position = idle_position; single_bone_influenced_normal = idle_normal; } skinned_position += Weight[2] * single_bone_influenced_position; skinned_normal += Weight[2] * single_bone_influenced_normal; if (Joint[3] >= 0) { single_bone_influenced_position = joint_matrices[Joint[3] + skinning_offset] * idle_position; single_bone_influenced_position /= single_bone_influenced_position.w; single_bone_influenced_normal = joint_matrices[Joint[3] + skinning_offset] * idle_normal; } else { single_bone_influenced_position = idle_position; single_bone_influenced_normal = idle_normal; } skinned_position += Weight[3] * single_bone_influenced_position; skinned_normal += Weight[3] * single_bone_influenced_normal; gl_Position = ProjectionViewMatrix * ModelMatrix * skinned_position; // Keep orthogonality nor = (TransposeInverseModelView * skinned_normal).xyz; // Keep direction tangent = (ViewMatrix * ModelMatrix * vec4(Data1.z, Data1.w, Data2.x, 0.)).xyz; bitangent = (ViewMatrix * ModelMatrix * vec4(Data2.y, Data2.z, Data2.w, 0.)).xyz; uv = vec2(Data1.x + misc_data.x, Data1.y + misc_data.y); color = Color.zyxw; color_change = misc_data.zw; #ifdef Use_Bindless_Texture handle = Handle; secondhandle = SecondHandle; thirdhandle = ThirdHandle; fourthhandle = FourthHandle; #endif }