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Updated source code files of skeletal animation guest article.
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11
src/8.guest/2020/skeletal_animation/anim_model.fs
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src/8.guest/2020/skeletal_animation/anim_model.fs
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#version 430 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D texture_diffuse1;
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void main()
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{
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FragColor = texture(texture_diffuse1, TexCoords);
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}
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39
src/8.guest/2020/skeletal_animation/anim_model.vs
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src/8.guest/2020/skeletal_animation/anim_model.vs
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#version 430 core
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec3 norm;
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layout(location = 2) in vec2 tex;
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layout(location = 3) in ivec4 boneIds;
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layout(location = 4) in vec4 weights;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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const int MAX_BONES = 100;
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const int MAX_BONE_INFLUENCE = 4;
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uniform mat4 finalBonesMatrices[MAX_BONES];
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out vec2 TexCoords;
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void main()
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{
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vec4 totalPosition = vec4(0.0f);
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for(int i = 0 ; i < MAX_BONE_INFLUENCE ; i++)
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{
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if(boneIds[i] == -1)
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continue;
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if(boneIds[i] >=MAX_BONES)
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{
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totalPosition = vec4(pos,1.0f);
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break;
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}
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vec4 localPosition = finalBonesMatrices[boneIds[i]] * vec4(pos,1.0f);
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totalPosition += localPosition * weights[i];
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vec3 localNormal = mat3(finalBonesMatrices[boneIds[i]]) * norm;
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}
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mat4 viewModel = view * model;
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gl_Position = projection * viewModel * totalPosition;
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TexCoords = tex;
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}
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