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48 lines
764 B
GLSL
48 lines
764 B
GLSL
#version 330 core
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#include <globals.glsl>
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in vec3 v_pos;
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in vec3 v_norm;
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in vec3 v_col;
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in uint v_bone_idx;
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layout (std140)
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uniform u_locals {
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mat4 model_mat;
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vec4 model_col;
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};
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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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out vec3 f_pos;
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out vec3 f_col;
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flat out vec3 f_norm;
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void main() {
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// Pre-calculate bone matrix
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mat4 combined_mat = model_mat * bones[v_bone_idx].bone_mat;
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f_pos = (
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combined_mat *
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vec4(v_pos, 1)).xyz;
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f_col = v_col;
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// Calculate normal here rather than for each pixel in the fragment shader
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f_norm = normalize((
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combined_mat *
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vec4(v_norm, 0.0)
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).xyz);
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gl_Position = proj_mat * view_mat * vec4(f_pos, 1);
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gl_Position.z = 1.0 / (1.0 - gl_Position.z - 10.0);
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}
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