/**************************************************************************** ** ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #version 150 in vec3 vertexPosition; in vec3 vertexNormal; in vec4 vertexTangent; in vec2 vertexTexCoord; in ivec4 vertexJointIndices; in vec4 vertexJointWeights; out vec3 worldPosition; out vec3 worldNormal; out vec4 worldTangent; out vec2 texCoord; uniform mat4 modelMatrix; uniform mat3 modelNormalMatrix; uniform mat4 mvp; const int maxJoints = 100; uniform mat4 skinningPalette[maxJoints]; void main() { // Pass the texture coordinates through texCoord = vertexTexCoord; // Perform the skinning mat4 skinningMatrix = skinningPalette[vertexJointIndices[0]] * vertexJointWeights[0]; skinningMatrix += skinningPalette[vertexJointIndices[1]] * vertexJointWeights[1]; skinningMatrix += skinningPalette[vertexJointIndices[2]] * vertexJointWeights[2]; skinningMatrix += skinningPalette[vertexJointIndices[3]] * vertexJointWeights[3]; vec4 skinnedPosition = skinningMatrix * vec4(vertexPosition, 1.0); vec3 skinnedNormal = vec3(skinningMatrix * vec4(vertexNormal, 0.0)); vec3 skinnedTangent = vec3(skinningMatrix * vec4(vertexTangent.xyz, 0.0)); // Transform position, normal, and tangent to world space worldPosition = vec3(modelMatrix * skinnedPosition); worldNormal = normalize(modelNormalMatrix * skinnedNormal); worldTangent.xyz = normalize(vec3(modelMatrix * vec4(skinnedTangent, 0.0))); worldTangent.w = vertexTangent.w; gl_Position = mvp * skinnedPosition; }