uniform samplerBuffer skinning_tex; layout(location = 0) in vec3 i_position; #if defined(Converts_10bit_Vector) layout(location = 1) in vec4 i_normal_orig; #else layout(location = 1) in vec4 i_normal; #endif #if defined(Converts_10bit_Vector) layout(location = 5) in vec4 i_tangent_orig; #else layout(location = 5) in vec4 i_tangent; #endif layout(location = 6) in ivec4 i_joint; layout(location = 7) in vec4 i_weight; layout(location = 8) in vec3 i_origin; #if defined(Converts_10bit_Vector) layout(location = 9) in vec4 i_rotation_orig; #else layout(location = 9) in vec4 i_rotation; #endif layout(location = 10) in vec4 i_scale; layout(location = 12) in ivec2 i_misc_data; #stk_include "utils/get_world_location.vert" out vec3 o_tangent; out vec3 o_bitangent; out vec3 o_normal; void main() { #if defined(Converts_10bit_Vector) vec4 i_normal = convert10BitVector(i_normal_orig); vec4 i_tangent = convert10BitVector(i_tangent_orig); vec4 i_rotation = convert10BitVector(i_rotation_orig); #endif vec4 idle_position = vec4(i_position, 1.0); vec4 idle_normal = vec4(i_normal.xyz, 0.0); vec4 idle_tangent = vec4(i_tangent.xyz, 0.0); vec4 skinned_position = vec4(0.0); vec4 skinned_normal = vec4(0.0); vec4 skinned_tangent = vec4(0.0); int skinning_offset = i_misc_data.x; for (int i = 0; i < 4; i++) { mat4 joint_matrix = mat4( texelFetch(skinning_tex, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4), texelFetch(skinning_tex, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 1), texelFetch(skinning_tex, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 2), texelFetch(skinning_tex, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 3)); skinned_position += i_weight[i] * joint_matrix * idle_position; skinned_normal += i_weight[i] * joint_matrix * idle_normal; skinned_tangent += i_weight[i] * joint_matrix * idle_tangent; } float step_mix = step(float(skinning_offset), 0.0); skinned_position = mix(skinned_position, idle_position, step_mix); skinned_normal = mix(skinned_normal, idle_normal, step_mix); skinned_tangent = mix(skinned_tangent, idle_tangent, step_mix); vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w)); gl_Position = getWorldPosition(i_origin, quaternion, i_scale.xyz, skinned_position.xyz); o_normal = normalize(rotateVector(quaternion, skinned_normal.xyz)); o_tangent = normalize(rotateVector(quaternion, skinned_tangent.xyz)); o_bitangent = cross(o_normal, o_tangent) * i_tangent.w; }