#version 450 layout(push_constant) uniform Push { mat4 lightSpaceMatrix; mat4 model; } push; layout(set = 2, binding = 0) readonly buffer BoneSSBO { mat4 bones[]; }; layout(set = 1, binding = 1) uniform ShadowParams { int useBones; int useTexture; int alphaTest; int foliageSway; float windTime; float foliageMotionDamp; }; layout(location = 0) in vec3 aPos; layout(location = 1) in vec2 aTexCoord; layout(location = 2) in vec4 aBoneWeights; layout(location = 3) in vec4 aBoneIndicesF; layout(location = 0) out vec2 TexCoord; layout(location = 1) out vec3 WorldPos; void main() { vec4 pos = vec4(aPos, 1.0); if (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; } vec4 worldPos = push.model * pos; WorldPos = worldPos.xyz; TexCoord = aTexCoord; gl_Position = push.lightSpaceMatrix * worldPos; }