#version 450 layout(set = 0, binding = 0) uniform PerFrame { mat4 view; mat4 projection; mat4 lightSpaceMatrix; vec4 lightDir; vec4 lightColor; vec4 ambientColor; vec4 viewPos; vec4 fogColor; vec4 fogParams; vec4 shadowParams; }; layout(push_constant) uniform Push { mat4 model; vec2 uvOffset; int texCoordSet; int useBones; } push; layout(set = 2, binding = 0) readonly buffer BoneSSBO { mat4 bones[]; }; layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec2 aTexCoord; layout(location = 3) in vec4 aBoneWeights; layout(location = 4) in vec4 aBoneIndicesF; layout(location = 5) in vec2 aTexCoord2; layout(location = 0) out vec3 FragPos; layout(location = 1) out vec3 Normal; layout(location = 2) out vec2 TexCoord; void main() { vec4 pos = vec4(aPos, 1.0); vec4 norm = vec4(aNormal, 0.0); if (push.useBones != 0) { ivec4 bi = ivec4(aBoneIndicesF); mat4 skinMat = bones[bi.x] * aBoneWeights.x + bones[bi.y] * aBoneWeights.y + bones[bi.z] * aBoneWeights.z + bones[bi.w] * aBoneWeights.w; pos = skinMat * pos; norm = skinMat * norm; } vec4 worldPos = push.model * pos; FragPos = worldPos.xyz; Normal = mat3(push.model) * norm.xyz; TexCoord = (push.texCoordSet == 1 ? aTexCoord2 : aTexCoord) + push.uvOffset; gl_Position = projection * view * worldPos; }