#version 310 es layout(location = 0) in vec3 a_position; layout(location = 1) in vec4 a_blendWeight; layout(location = 2) in vec4 a_blendIndex; layout(location = 3) in vec2 a_texCoord; const int SKINNING_JOINT_COUNT = 60; // Uniforms // Varyings layout(location = 0) out vec2 TextureCoordOut; layout(std140) uniform vs_ub { vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3]; mat4 u_MVPMatrix; }; vec4 getPosition() { float blendWeight = a_blendWeight[0]; int matrixIndex = int (a_blendIndex[0]) * 3; vec4 matrixPalette1 = u_matrixPalette[matrixIndex] * blendWeight; vec4 matrixPalette2 = u_matrixPalette[matrixIndex + 1] * blendWeight; vec4 matrixPalette3 = u_matrixPalette[matrixIndex + 2] * blendWeight; blendWeight = a_blendWeight[1]; if (blendWeight > 0.0) { matrixIndex = int(a_blendIndex[1]) * 3; matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight; matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight; matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight; blendWeight = a_blendWeight[2]; if (blendWeight > 0.0) { matrixIndex = int(a_blendIndex[2]) * 3; matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight; matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight; matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight; blendWeight = a_blendWeight[3]; if (blendWeight > 0.0) { matrixIndex = int(a_blendIndex[3]) * 3; matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight; matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight; matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight; } } } vec4 _skinnedPosition; vec4 position = vec4(a_position, 1.0); _skinnedPosition.x = dot(position, matrixPalette1); _skinnedPosition.y = dot(position, matrixPalette2); _skinnedPosition.z = dot(position, matrixPalette3); _skinnedPosition.w = position.w; return _skinnedPosition; } void main() { vec4 position = getPosition(); gl_Position = u_MVPMatrix * position; TextureCoordOut = a_texCoord; TextureCoordOut.y = 1.0 - TextureCoordOut.y; }