#ifdef GL_ES uniform mat4 ModelMatrix; uniform mat4 InverseModelMatrix; uniform vec2 texture_trans; #else uniform mat4 ModelMatrix = mat4(1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1.); uniform mat4 InverseModelMatrix = mat4(1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1.); uniform vec2 texture_trans = vec2(0., 0.); #endif uniform int skinning_offset; #ifdef Explicit_Attrib_Location_Usable 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; #else in vec3 Position; in vec3 Normal; in vec4 Color; in vec4 Data1; in vec4 Data2; in ivec4 Joint; in vec4 Weight; #endif out vec3 nor; out vec3 tangent; out vec3 bitangent; out vec2 uv; out vec4 color; #stk_include "utils/getworldmatrix.vert" void main(void) { mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix); vec4 idle_position = vec4(Position, 1.); vec4 idle_normal = vec4(Normal, 0.); vec4 idle_tangent = vec4(Data1.z, Data1.w, Data2.x, 0.); vec4 idle_bitangent = vec4(Data2.y, Data2.z, Data2.w, 0.); vec4 skinned_position = vec4(0.); vec4 skinned_normal = vec4(0.); vec4 skinned_tangent = vec4(0.); vec4 skinned_bitangent = vec4(0.); // Note : For normal we assume no scale factor in bone (otherwise we'll have to compute inversematrix for each bones...) for (int i = 0; i < 4; i++) { vec4 single_bone_influenced_position = joint_matrices[clamp(Joint[i] + skinning_offset, 0, MAX_BONES)] * idle_position; single_bone_influenced_position /= single_bone_influenced_position.w; vec4 single_bone_influenced_normal = joint_matrices[clamp(Joint[i] + skinning_offset, 0, MAX_BONES)] * idle_normal; vec4 single_bone_influenced_tangent = joint_matrices[clamp(Joint[i] + skinning_offset, 0, MAX_BONES)] * idle_tangent; vec4 single_bone_influenced_bitangent = joint_matrices[clamp(Joint[i] + skinning_offset, 0, MAX_BONES)] * idle_bitangent; skinned_position += Weight[i] * single_bone_influenced_position; skinned_normal += Weight[i] * single_bone_influenced_normal; skinned_tangent += Weight[i] * single_bone_influenced_tangent; skinned_bitangent += Weight[i] * single_bone_influenced_bitangent; } gl_Position = ProjectionViewMatrix * ModelMatrix * skinned_position; // Keep orthogonality nor = (TransposeInverseModelView * skinned_normal).xyz; // Keep direction tangent = (ViewMatrix * ModelMatrix * skinned_tangent).xyz; bitangent = (ViewMatrix * ModelMatrix * skinned_bitangent).xyz; uv = vec2(Data1.x + texture_trans.x, Data1.y + texture_trans.y); color = Color.zyxw; }