// Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #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; }