#version 330 core in vec3 v_pos; in vec3 v_norm; in vec3 v_col; in uint v_bone_idx; layout (std140) uniform u_locals { mat4 model_mat; }; layout (std140) uniform u_globals { mat4 view_mat; mat4 proj_mat; vec4 cam_pos; vec4 focus_pos; vec4 view_distance; vec4 time_of_day; vec4 tick; }; struct BoneData { mat4 bone_mat; }; layout (std140) uniform u_bones { BoneData bones[16]; }; out vec3 f_pos; out vec3 f_norm; out vec3 f_col; flat out uint f_bone_idx; void main() { f_pos = v_pos; f_norm = v_norm; f_col = v_col; f_bone_idx = v_bone_idx; gl_Position = proj_mat * view_mat * model_mat * bones[v_bone_idx].bone_mat * vec4(v_pos, 1); }