// TODO: Needs documentation.
#version 150 core
layout (std140) uniform JointTransforms {
mat4 joints[100];
};
layout (std140) uniform VertexArgs {
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
uniform vec4 color;
};
in vec3 position;
in vec3 normal;
in vec3 tangent;
in vec2 tex_coord;
in uvec4 joint_ids;
in vec4 joint_weights;
out VertexData {
vec3 position;
vec3 normal;
vec3 tangent;
vec2 tex_coord;
vec4 color;
} vertex;
void main() {
mat4 joint_transform = joint_weights.x * joints[int(joint_ids.x)] +
joint_weights.y * joints[int(joint_ids.y)] +
joint_weights.z * joints[int(joint_ids.z)] +
joint_weights.w * joints[int(joint_ids.w)];
vec4 vertex_position = model * joint_transform * vec4(position, 1.0);
mat3 mat3_transform = mat3(model) * mat3(joint_transform);
vertex.position = vertex_position.xyz;
vertex.normal = mat3_transform * normal;
vertex.tangent = mat3_transform * tangent;
vertex.tex_coord = tex_coord;
vertex.color = color;
gl_Position = proj * view * vertex_position;
}