#version 450 layout(std140, set = 0, binding = 0) uniform ViewArgs { uniform mat4 proj; uniform mat4 view; uniform mat4 proj_view; }; layout(std430, set = 2, binding = 0) readonly buffer JointTransforms { mat4 joints[]; }; layout(location = 0) in vec3 position; layout(location = 1) in vec3 normal; layout(location = 2) in vec4 tangent; layout(location = 3) in vec2 tex_coord; layout(location = 4) in uvec4 joint_ids; layout(location = 5) in vec4 joint_weights; layout(location = 6) in mat4 model; // instance rate layout(location = 10) in vec4 tint; // instance rate layout(location = 11) in uint joints_offset; // instance rate layout(location = 0) out VertexData { vec3 position; vec3 normal; vec3 tangent; float tang_handedness; vec2 tex_coord; vec4 color; } vertex; void main() { mat4 joint_transform = joint_weights.x * joints[int(joints_offset + joint_ids.x)] + joint_weights.y * joints[int(joints_offset + joint_ids.y)] + joint_weights.z * joints[int(joints_offset + joint_ids.z)] + joint_weights.w * joints[int(joints_offset + joint_ids.w)]; vec4 vertex_position = model * joint_transform * vec4(position, 1.0); mat3 mat3_transform = mat3(model) * mat3(joint_transform); vertex.position = vertex_position.xyz; vertex.normal = mat3_transform * normal; vertex.tangent = mat3_transform * tangent.xyz; vertex.tang_handedness = tangent.w; vertex.tex_coord = tex_coord; vertex.color = tint; gl_Position = proj_view * vertex_position; }