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novus/renderer/shaders/mesh.vert
Joshua Goins c7b6dd076c Add glTF import support, multiple fixes for upstream physis changes
Adds basic glTF import (although right now it only imports back
positions) and fixes support for more of the vertex data that's
available to us. The MDL file isn't written back out yet either, it only
displays in the viewport.
2023-12-09 14:49:31 -05:00

50 lines
1.6 KiB
GLSL

// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
// SPDX-License-Identifier: CC0-1.0
#version 450
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec2 inUV0;
layout(location = 2) in vec2 inUV1;
layout(location = 3) in vec3 inNormal;
layout(location = 4) in uvec4 inTangent1;
layout(location = 5) in uvec4 inTangent2;
layout(location = 6) in vec4 inColor;
layout(location = 7) in vec4 inBoneWeights;
layout(location = 8) 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 = inUV0;
}