summaryrefslogtreecommitdiffstats
path: root/tests/manual/skinned-mesh/skinnedPbr.vert
blob: add9bbf4f4643626452c3b8a5b171d9129790df2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
// 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;
}