add support for skeletal animation
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@ -18,25 +18,41 @@ layout(location = 2) in vec3 a_Tangent;
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layout(location = 3) in vec3 a_Binormal;
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layout(location = 4) in vec2 a_TexCoord;
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layout(location = 5) in ivec4 a_BoneIndices;
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layout(location = 6) in vec4 a_BoneWeights;
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uniform mat4 u_ViewProjectionMatrix;
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uniform mat4 u_ModelMatrix;
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const int MAX_BONES = 100;
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uniform mat4 u_BoneTransforms[100];
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out VertexOutput
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{
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vec3 WorldPosition;
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vec3 Normal;
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vec2 TexCoord;
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mat3 WorldNormals;
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vec3 Binormal;
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} vs_Output;
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void main()
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{
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vs_Output.WorldPosition = vec3(mat4(u_ModelMatrix) * vec4(a_Position, 1.0));
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vs_Output.Normal = a_Normal;
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mat4 boneTransform = u_BoneTransforms[a_BoneIndices[0]] * a_BoneWeights[0];
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boneTransform += u_BoneTransforms[a_BoneIndices[1]] * a_BoneWeights[1];
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boneTransform += u_BoneTransforms[a_BoneIndices[2]] * a_BoneWeights[2];
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boneTransform += u_BoneTransforms[a_BoneIndices[3]] * a_BoneWeights[3];
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vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
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vs_Output.WorldPosition = vec3(u_ModelMatrix * boneTransform * vec4(a_Position, 1.0));
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vs_Output.Normal = mat3(boneTransform) * a_Normal;
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vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
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vs_Output.WorldNormals = mat3(u_ModelMatrix) * mat3(a_Tangent, a_Binormal, a_Normal);
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vs_Output.Binormal = mat3(boneTransform) * a_Binormal;
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gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * vec4(a_Position, 1.0);
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//gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * vec4(a_Position, 1.0);
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gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * localPosition;
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}
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#type fragment
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@ -62,6 +78,7 @@ in VertexOutput
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vec3 Normal;
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vec2 TexCoord;
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mat3 WorldNormals;
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vec3 Binormal;
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} vs_Input;
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layout(location=0) out vec4 color;
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