Transform the vertex normals by the animated matrix (#4646)

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Jeffery Myers 2024-12-28 16:07:52 -08:00 committed by GitHub
parent c0f2067dba
commit f355d6f1db
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@ -6,16 +6,19 @@
in vec3 vertexPosition; in vec3 vertexPosition;
in vec2 vertexTexCoord; in vec2 vertexTexCoord;
in vec4 vertexColor; in vec4 vertexColor;
in vec3 vertexNormal;
in vec4 vertexBoneIds; in vec4 vertexBoneIds;
in vec4 vertexBoneWeights; in vec4 vertexBoneWeights;
// Input uniform values // Input uniform values
uniform mat4 mvp; uniform mat4 mvp;
uniform mat4 matNormal;
uniform mat4 boneMatrices[MAX_BONE_NUM]; uniform mat4 boneMatrices[MAX_BONE_NUM];
// Output vertex attributes (to fragment shader) // Output vertex attributes (to fragment shader)
out vec2 fragTexCoord; out vec2 fragTexCoord;
out vec4 fragColor; out vec4 fragColor;
out vec3 fragNormal;
void main() void main()
{ {
@ -29,9 +32,18 @@ void main()
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) + vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) + vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0)); vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
vec4 skinnedNormal =
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexNormal, 0.0)) +
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexNormal, 0.0)) +
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexNormal, 0.0)) +
vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexNormal, 0.0));
skinnedNormal.w = 0.0;
fragTexCoord = vertexTexCoord; fragTexCoord = vertexTexCoord;
fragColor = vertexColor; fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*skinnedNormal));
gl_Position = mvp*skinnedPosition; gl_Position = mvp*skinnedPosition;
} }