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Prism/Editor/assets/shaders/ShadowMap_Anim.glsl

36 lines
854 B
GLSL

// Shadow Map shader
#type vertex
#version 430
layout(location = 0) in vec3 a_Position;
layout(location = 5) in ivec4 a_BoneIndices;
layout(location = 6) in vec4 a_BoneWeights;
uniform mat4 u_LightViewProjection;
uniform mat4 u_Transform;
const int MAX_BONES = 100;
uniform mat4 u_BoneTransforms[100];
void main()
{
mat4 boneTransform = u_BoneTransforms[a_BoneIndices[0]] * a_BoneWeights[0];
boneTransform += u_BoneTransforms[a_BoneIndices[1]] * a_BoneWeights[1];
boneTransform += u_BoneTransforms[a_BoneIndices[2]] * a_BoneWeights[2];
boneTransform += u_BoneTransforms[a_BoneIndices[3]] * a_BoneWeights[3];
vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
gl_Position = u_LightViewProjection * u_Transform * localPosition;
}
#type fragment
#version 430
layout(location = 0) out vec4 o_Color;
void main()
{
}