/* * 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; if(in_bone_weights[0] == 0.0) { position = vec4(in_position, 1.0); normal = mat3(ubo_skeletal_model.base_matrix) * in_normal; } else { 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; }