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diff --git a/glsl/shader_3d_skeletal.vert.glsl b/glsl/shader_3d_skeletal.vert.glsl
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+/*
+ * Copyright 2022-2023 Frederico de Oliveira Linhares
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#version 450
+#extension GL_ARB_separate_shader_objects : enable
+
+#define MAX_NUM_OF_INFLUENCING_BONES 4
+#define MAX_NUM_OF_BONES 50
+
+layout(location = 0) in vec3 in_position;
+layout(location = 1) in vec3 in_normal;
+layout(location = 2) in vec2 in_texture_coord;
+layout(location = 3) in ivec4 in_bone_ids;
+layout(location = 4) in vec4 in_bone_weights;
+
+layout(location = 0) out DataTransferObject
+{
+ vec4 frag_color;
+ vec2 frag_texture_coord;
+ vec3 normal;
+} out_dto;
+
+layout(set = 0, binding = 0) uniform UBOWorld
+{
+ vec4 ambient_light_color;
+} ubo_world;
+
+layout(set = 1, binding = 0) uniform UBOView
+{
+ mat4 view;
+ mat4 proj;
+} ubo_view;
+
+layout(set = 2, binding = 0) uniform UBOSkeletalModel
+{
+ mat4 base_matrix;
+ mat4 bone_matrices[MAX_NUM_OF_BONES];
+} ubo_skeletal_model;
+
+void
+main()
+{
+ vec4 position = vec4(0.0f);
+ vec3 normal = in_normal;
+ for(int i = 0; i < MAX_NUM_OF_INFLUENCING_BONES; i++)
+ {
+ if(in_bone_weights[i] == 0.0)
+ break;
+
+ vec4 local_position = ubo_skeletal_model.bone_matrices[in_bone_ids[i]] *
+ vec4(in_position, 1.0f);
+ position += local_position * in_bone_weights[i];
+ normal = mat3(ubo_skeletal_model.bone_matrices[in_bone_ids[i]]) * normal;
+ }
+
+ mat4 view_model = ubo_view.view * ubo_skeletal_model.base_matrix;
+ gl_Position = ubo_view.proj * view_model * position;
+ out_dto.frag_color = ubo_world.ambient_light_color;
+ out_dto.frag_texture_coord = in_texture_coord;
+ out_dto.normal = normal;
+}