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in vec4 joint;
in vec4 weight;
uniform mat4 joint_matrices[128];
void main()
{
vertex_texcoord = texcoord;
vertex_normal = (normal_matrix * vec4(normal, 1.0)).xyz;
mat4 skin
= weight.x * joint_matrices[int(joint.x)]
+ weight.y * joint_matrices[int(joint.y)]
+ weight.z * joint_matrices[int(joint.z)]
+ weight.w * joint_matrices[int(joint.w)];
vec3 pos = (position * skin * vec4(vertex, 1.0)).xyz;
vertex_view_vector = camera_pos - pos;
gl_Position = projection * view * vec4(pos, 1.0);
}
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