2019-01-11 23:18:34 +00:00
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#version 330 core
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in vec3 v_pos;
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2019-01-14 14:18:58 +00:00
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in vec3 v_norm;
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2019-01-11 23:18:34 +00:00
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in vec3 v_col;
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2019-01-13 20:53:55 +00:00
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in uint v_bone_idx;
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2019-01-11 23:18:34 +00:00
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layout (std140)
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uniform u_locals {
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mat4 model_mat;
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};
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layout (std140)
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uniform u_globals {
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mat4 view_mat;
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mat4 proj_mat;
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vec4 cam_pos;
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vec4 focus_pos;
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vec4 view_distance;
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2019-01-12 01:14:58 +00:00
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vec4 time_of_day;
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2019-01-14 15:47:57 +00:00
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vec4 tick;
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2019-01-11 23:18:34 +00:00
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};
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2019-01-13 20:53:55 +00:00
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struct BoneData {
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mat4 bone_mat;
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};
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layout (std140)
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uniform u_bones {
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BoneData bones[16];
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};
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2019-01-11 23:18:34 +00:00
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out vec3 f_pos;
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2019-01-14 14:18:58 +00:00
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out vec3 f_norm;
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2019-01-13 20:53:55 +00:00
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out vec3 f_col;
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2019-01-14 23:13:58 +00:00
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flat out uint f_bone_idx;
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2019-01-11 23:18:34 +00:00
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void main() {
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f_pos = v_pos;
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2019-01-14 14:18:58 +00:00
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f_norm = v_norm;
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2019-01-13 20:53:55 +00:00
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f_col = v_col;
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2019-01-14 23:13:58 +00:00
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f_bone_idx = v_bone_idx;
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2019-01-11 23:18:34 +00:00
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gl_Position =
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proj_mat *
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view_mat *
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2019-01-13 20:53:55 +00:00
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model_mat *
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bones[v_bone_idx].bone_mat *
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vec4(v_pos, 1);
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2019-01-11 23:18:34 +00:00
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}
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