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nunuhara_xsystem4/shaders/reign_shadow.v.glsl
T

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1.4 KiB
GLSL

/* Copyright (C) 2022 kichikuou <KichikuouChrome@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
uniform mat4 world_transform;
uniform mat4 view_transform;
const int MAX_BONES = 211; // see 3d_internal.h
const int NR_WEIGHTS = 4;
uniform bool has_bones;
uniform mat4 bone_matrices[MAX_BONES];
in vec3 vertex_pos;
in ivec4 vertex_bone_index;
in vec4 vertex_bone_weight;
void main() {
mat4 world_bone_transform = world_transform;
if (has_bones) {
mat4 bone_transform = mat4(0.f);
for (int i = 0; i < NR_WEIGHTS; i++) {
if (vertex_bone_index[i] >= 0) {
bone_transform += bone_matrices[vertex_bone_index[i]] * vertex_bone_weight[i];
}
}
world_bone_transform *= bone_transform;
}
gl_Position = view_transform * world_bone_transform * vec4(vertex_pos, 1.0);
}