uniform int layer; #ifdef GL_ES uniform sampler2D skinning_tex; #else uniform samplerBuffer skinning_tex; #endif layout(location = 0) in vec3 i_position; layout(location = 3) in vec2 i_uv; layout(location = 6) in ivec4 i_joint; layout(location = 7) in vec4 i_weight; layout(location = 8) in vec3 i_origin; layout(location = 9) in vec4 i_rotation; layout(location = 10) in vec4 i_scale; layout(location = 12) in ivec2 i_misc_data; #stk_include "utils/get_world_location.vert" out vec2 uv; void main() { vec4 idle_position = vec4(i_position, 1.0); vec4 skinned_position = vec4(0.0); int skinning_offset = i_misc_data.x; #ifdef GL_ES mat4 joint_matrix = i_weight[0] * mat4( texelFetch(skinning_tex, ivec2(0, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(1, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(2, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(3, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0)) + i_weight[1] * mat4( texelFetch(skinning_tex, ivec2(0, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(1, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(2, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(3, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0)) + i_weight[2] * mat4( texelFetch(skinning_tex, ivec2(0, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(1, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(2, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(3, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0)) + i_weight[3] * mat4( texelFetch(skinning_tex, ivec2(0, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(1, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(2, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2(3, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0)); #else mat4 joint_matrix = i_weight[0] * mat4( texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4), texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 1), texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 2), texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 3)) + i_weight[1] * mat4( texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4), texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 1), texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 2), texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 3)) + i_weight[2] * mat4( texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4), texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 1), texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 2), texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 3)) + i_weight[3] * mat4( texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4), texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 1), texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 2), texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 3)); #endif skinned_position = joint_matrix * idle_position; vec4 world_position = getWorldPosition(i_origin, i_rotation, i_scale.xyz, skinned_position.xyz); uv = i_uv; gl_Position = u_shadow_projection_view_matrices[layer] * world_position; }