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; #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 vec2 uv; void main() { #if defined(Converts_10bit_Vector) vec4 i_rotation = convert10BitVector(i_rotation_orig); #endif vec4 idle_position = vec4(i_position, 1.0); vec4 skinned_position = vec4(0.0); int skinning_offset = i_misc_data.x; for (int i = 0; i < 4; i++) { #ifdef GL_ES mat4 joint_matrix = mat4( texelFetch(skinning_tex, ivec2 (0, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2 (1, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2 (2, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0), texelFetch(skinning_tex, ivec2 (3, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0)); #else 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)); #endif skinned_position += i_weight[i] * joint_matrix * idle_position; } vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w)); vec4 world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz, skinned_position.xyz); uv = i_uv; gl_Position = u_shadow_projection_view_matrices[layer] * world_position; }