Standard.Shader.ShadowMapping.pass_1.vert Maven / Gradle / Ivy
#version 450
#extension GL_ARB_separate_shader_objects:enable
const int MAX_NUM_WEIGHTS=4;
const int MAX_NUM_BONES=150;
layout(set=0,binding=0) uniform Pass1InfoUBO{
mat4 lightView;
mat4 lightProj;
}passInfo;
layout(set=0,binding=1) uniform AnimationUBO{
mat4 boneMatrices[MAX_NUM_BONES];
}animation;
layout(push_constant) uniform VertPC{
mat4 model;
}pc;
layout(location=0) in vec3 inPosition;
layout(location=1) in vec4 inColor;
layout(location=2) in vec2 inTexCoords;
layout(location=3) in vec3 inNormal;
layout(location=4) in vec4 inBoneWeights;
layout(location=5) in ivec4 inBoneIndices;
void main(){
vec4 accumPos=vec4(0.0,0.0,0.0,0.0);
int count=0;
for(int i=0;i=0){
vec4 tmpPos=animation.boneMatrices[boneIndex]*vec4(inPosition,1.0);
accumPos+=weight*tmpPos;
count++;
}
}
if(count==0){
accumPos=vec4(inPosition,1.0);
}
gl_Position=passInfo.lightProj*passInfo.lightView*pc.model*vec4(accumPos.xyz,1.0);
}