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novus/renderer/shaders/mesh.vert
Joshua Goins 792da6da6a Expand Renderer's capabilities for materials and skeletons
The renderer can now store diffuse, normal, specular, and multi
textures. Skin textures now color with a hardcoded skin tone (to be
changed) and bone info buffers are now per-model instead of set globally

Level of detail above 0 is now loaded properly, although break for
other reasons.
2023-04-09 15:26:27 -04:00

43 lines
1.3 KiB
GLSL

#version 450
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inUV;
layout(location = 3) in vec4 inBoneWeights;
layout(location = 4) in uvec4 inBoneIds;
layout(location = 0) out vec3 outNormal;
layout(location = 1) out vec3 outFragPos;
layout(location = 2) out vec2 outUV;
layout(binding = 3) uniform sampler2D diffuseTexture;
layout(binding = 4) uniform sampler2D normalTexture;
layout(binding = 5) uniform sampler2D specularTexture;
layout(binding = 6) uniform sampler2D multiTexture;
layout(std430, push_constant) uniform PushConstant {
mat4 vp, model;
int boneOffset;
int type;
};
layout(std430, binding = 2) buffer readonly BoneInformation {
mat4 bones[128];
};
void main() {
mat4 BoneTransform = bones[boneOffset + inBoneIds[0]] * inBoneWeights[0];
BoneTransform += bones[boneOffset + inBoneIds[1]] * inBoneWeights[1];
BoneTransform += bones[boneOffset + inBoneIds[2]] * inBoneWeights[2];
BoneTransform += bones[boneOffset + inBoneIds[3]] * inBoneWeights[3];
BoneTransform = model * BoneTransform;
vec4 bPos = BoneTransform * vec4(inPosition, 1.0);
vec4 bNor = BoneTransform * vec4(inNormal, 0.0);
gl_Position = vp * bPos;
outNormal = bNor.xyz;
outFragPos = vec3(model * vec4(inPosition, 1.0));
outUV = inUV;
}