#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; } push; layout(set = 2, binding = 0) readonly buffer BoneSSBO { mat4 bones[]; }; layout(location = 0) in vec3 aPos; layout(location = 1) in vec4 aBoneWeights; layout(location = 2) in ivec4 aBoneIndices; layout(location = 3) in vec3 aNormal; layout(location = 4) in vec2 aTexCoord; layout(location = 0) out vec3 FragPos; layout(location = 1) out vec3 Normal; layout(location = 2) out vec2 TexCoord; void main() { mat4 skinMat = bones[aBoneIndices.x] * aBoneWeights.x + bones[aBoneIndices.y] * aBoneWeights.y + bones[aBoneIndices.z] * aBoneWeights.z + bones[aBoneIndices.w] * aBoneWeights.w; vec4 skinnedPos = skinMat * vec4(aPos, 1.0); vec3 skinnedNorm = mat3(skinMat) * aNormal; vec4 worldPos = push.model * skinnedPos; FragPos = worldPos.xyz; Normal = mat3(push.model) * skinnedNorm; TexCoord = aTexCoord; gl_Position = projection * view * worldPos; }