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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;
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;
}
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