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