#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; 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 int skinning_offset; #else in vec3 Position; in vec3 Normal; in vec4 Color; in vec4 Data1; in vec4 Data2; in ivec4 Joint; in vec4 Weight; in vec3 Origin; in vec3 Orientation; in vec3 Scale; in vec4 misc_data; in int skinning_offset; #endif out vec3 nor; out vec3 tangent; out vec3 bitangent; out vec2 uv; out vec4 color; flat 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 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 + 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 }