#version 450 layout(push_constant) uniform Push { mat4 lightSpaceMatrix; 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 vec2 aTexCoord; layout(location = 0) 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); TexCoord = aTexCoord; gl_Position = push.lightSpaceMatrix * push.model * skinnedPos; }