35 lines
908 B
GLSL
35 lines
908 B
GLSL
#version 120
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attribute vec3 Position;
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// attribute vec3 Normal;
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// attribute mat4 BoneTransform[4];
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// attribute float Weights[4];
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// varying vec2 TexCoord0;
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// varying vec3 Normal0;
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// varying vec3 WorldPos0;
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// const int MAX_BONES = 100;
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// uniform mat4 gWVP;
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uniform mat4 gWorld;
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// uniform mat4 gBones[MAX_BONES];
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void main()
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{
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// mat4 Transform = BoneTransform[0] * Weights[0];
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// Transform += BoneTransform[1] * Weights[1];
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// Transform += BoneTransform[2] * Weights[2];
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// Transform += BoneTransform[3] * Weights[3];
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// vec4 PosL = Transform * vec4(Position, 1.0);
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vec4 PosL = vec4(Position, 1.0);
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// gl_Position = gWVP * PosL;
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gl_Position = gWorld * PosL;
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// gl_Position = vec4(Position, 0);
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// vec4 NormalL = Transform * vec4(Normal, 0.0);
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// Normal0 = (gWorld * NormalL).xyz;
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// WorldPos0 = (gWorld * PosL).xyz;
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}
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