19 lines
814 B
GLSL
19 lines
814 B
GLSL
#include "utils/spm_layout.h"
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void main()
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{
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int offset = u_object_buffer.m_objects[gl_InstanceIndex].m_skinning_offest;
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mat4 joint_matrix =
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v_weight[0] * u_skinning_matrices.m_mat[max(v_joint[0] + offset, 0)] +
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v_weight[1] * u_skinning_matrices.m_mat[max(v_joint[1] + offset, 0)] +
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v_weight[2] * u_skinning_matrices.m_mat[max(v_joint[2] + offset, 0)] +
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v_weight[3] * u_skinning_matrices.m_mat[max(v_joint[3] + offset, 0)];
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mat4 model_matrix = u_object_buffer.m_objects[gl_InstanceIndex].m_model;
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gl_Position = u_camera.m_projection_view_matrix * model_matrix *
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joint_matrix * vec4(v_position, 1.0);
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f_vertex_color = v_color.zyxw;
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f_uv = v_uv;
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f_uv_two = v_uv_two;
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f_material_id = u_object_buffer.m_objects[gl_InstanceIndex].m_material_id;
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}
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