#version 330 const int MY_ARRAY_SIZE = 200; in vec3 vPosition; in vec3 vNormal; in vec3 vTangent; in vec2 vUV0; in vec4 vColor; in vec4 vBone; in vec4 vWeight; in vec2 vUV1; in vec2 vUV2; out vec2 f_texcoord0; out vec2 f_texcoord1; out vec2 f_texcoord2; out vec2 f_texcoord3; out vec3 normal; out vec4 vertexColor; out vec3 position; out vec3 tangent; out vec3 boneWeightsColored; uniform int boneIds[190]; // Skinning uniforms uniform mat4 bones[190]; uniform mat4 mtxCam; uniform mat4 mtxMdl; uniform mat4 previewScale; // Bone Weight Display uniform sampler2D weightRamp1; uniform sampler2D weightRamp2; uniform int selectedBoneIndex; uniform int debugOption; uniform int NoSkinning; uniform int RigidSkinning; uniform int SingleBoneIndex; vec2 ST0_Translate; float ST0_Rotate; vec2 ST0_Scale; vec4 skin(vec3 pos, ivec4 index) { vec4 newPosition = vec4(pos.xyz, 1.0); newPosition = bones[index.x] * vec4(pos, 1.0) * vWeight.x; newPosition += bones[index.y] * vec4(pos, 1.0) * vWeight.y; newPosition += bones[index.z] * vec4(pos, 1.0) * vWeight.z; if (vWeight.w < 1) //Necessary. Bones may scale weirdly without newPosition += bones[index.w] * vec4(pos, 1.0) * vWeight.w; return newPosition; } vec3 skinNRM(vec3 nr, ivec4 index) { vec3 newNormal = vec3(0); newNormal = mat3(bones[index.x]) * nr * vWeight.x; newNormal += mat3(bones[index.y]) * nr * vWeight.y; newNormal += mat3(bones[index.z]) * nr * vWeight.z; newNormal += mat3(bones[index.w]) * nr * vWeight.w; return newNormal; } vec3 BoneWeightColor(float weights) { float rampInputLuminance = weights; rampInputLuminance = clamp((rampInputLuminance), 0.001, 0.999); if (debugOption == 1) // Greyscale return vec3(weights); else if (debugOption == 2) // Color 1 return texture(weightRamp1, vec2(1 - rampInputLuminance, 0.50)).rgb; else // Color 2 return texture(weightRamp2, vec2(1 - rampInputLuminance, 0.50)).rgb; } float BoneWeightDisplay(ivec4 index) { float weight = 0; if (selectedBoneIndex == boneIds[index.x]) weight += vWeight.x; if (selectedBoneIndex == boneIds[index.y]) weight += vWeight.y; if (selectedBoneIndex == boneIds[index.z]) weight += vWeight.z; if (selectedBoneIndex == boneIds[index.w]) weight += vWeight.w; if (selectedBoneIndex == boneIds[index.x] && RigidSkinning == 1) weight = 1; if (selectedBoneIndex == SingleBoneIndex && NoSkinning == 1) weight = 1; return weight; } void main() { ivec4 index = ivec4(vBone); vec4 objPos = vec4(vPosition.xyz, 1.0); if (vBone.x != -1.0) objPos = skin(vPosition, index); if(vBone.x != -1.0) normal = normalize((skinNRM(vNormal.xyz, index)).xyz); vec4 position = mtxCam * mtxMdl * vec4(objPos.xyz, 1.0); normal = vNormal; vertexColor = vColor; position = objPos; f_texcoord0 = vUV0; f_texcoord1 = vUV1; f_texcoord2 = vUV2; tangent = vTangent; gl_Position = mtxCam * mtxMdl * vec4(vPosition.xyz, 1.0); float totalWeight = BoneWeightDisplay(index); boneWeightsColored = BoneWeightColor(totalWeight).rgb; }