#version 330 core in vec3 f_pos; in vec3 f_norm; in vec3 f_col; flat in uint f_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 vec4 tgt_color; void main() { vec3 world_norm = ( model_mat * bones[f_bone_idx].bone_mat * vec4(f_norm, 0.0) ).xyz; float ambient = 0.5; vec3 sun_dir = normalize(vec3(1.3, 1.7, 1.1)); float sun_diffuse = dot(sun_dir, world_norm) * 0.5; tgt_color = vec4(f_col * (ambient + sun_diffuse), 1.0); }