Watch
2
0
Fork
You've already forked raylib-cs
0

Additional resources from the Raylib repo.

This commit is contained in:
Meatcorps 2026-05-21 06:09:28 +02:00
commit ce3a7da69b
150 changed files with 41499 additions and 0 deletions

View file

@ -0,0 +1,48 @@
#version 330
#define MAX_BONE_NUM 128
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
in vec3 vertexNormal;
in vec4 vertexBoneIndices;
in vec4 vertexBoneWeights;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matNormal;
uniform mat4 boneMatrices[MAX_BONE_NUM];
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
void main()
{
int boneIndex0 = int(vertexBoneIndices.x);
int boneIndex1 = int(vertexBoneIndices.y);
int boneIndex2 = int(vertexBoneIndices.z);
int boneIndex3 = int(vertexBoneIndices.w);
vec4 skinnedPosition =
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.z*(boneMatrices[boneIndex2]*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;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*skinnedNormal));
gl_Position = mvp*skinnedPosition;
}