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prism/shaders/shadow.vert.nocompile.glsl
2020-08-11 12:07:21 -04:00

36 lines
917 B
GLSL
Executable file

layout (location = 0) in vec3 inPosition;
#ifdef BONE
layout (location = 4) in ivec4 inBoneID;
layout (location = 5) in vec4 inBoneWeight;
#endif
layout (location = 0) out vec3 outPos;
layout(push_constant, binding = 0) uniform PushConstant {
mat4 mvp, model;
vec3 lightPos;
};
#ifdef BONE
layout(std430, binding = 1) buffer readonly BoneInformation {
mat4 bones[128];
};
#endif
void main() {
#ifdef BONE
mat4 BoneTransform;
BoneTransform = bones[inBoneID[0]] * inBoneWeight[0];
BoneTransform += bones[inBoneID[1]] * inBoneWeight[1];
BoneTransform += bones[inBoneID[2]] * inBoneWeight[2];
BoneTransform += bones[inBoneID[3]] * inBoneWeight[3];
gl_Position = mvp * BoneTransform * vec4(inPosition, 1.0);
outPos = vec3(model * vec4(inPosition, 1.0));
#else
gl_Position = mvp * vec4(inPosition, 1.0);
outPos = vec3(model * vec4(inPosition, 1.0));
#endif
}