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#version 150
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec4 vertexTangent;
in vec2 vertexTexCoord;
in ivec4 vertexJointIndices;
in vec4 vertexJointWeights;
out vec3 worldPosition;
out vec3 worldNormal;
out vec4 worldTangent;
out vec2 texCoord;
uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 mvp;
const int maxJoints = 100;
uniform mat4 skinningPalette[maxJoints];
void main()
{
// Pass the texture coordinates through
texCoord = vertexTexCoord;
// Perform the skinning
mat4 skinningMatrix = skinningPalette[vertexJointIndices[0]] * vertexJointWeights[0];
skinningMatrix += skinningPalette[vertexJointIndices[1]] * vertexJointWeights[1];
skinningMatrix += skinningPalette[vertexJointIndices[2]] * vertexJointWeights[2];
skinningMatrix += skinningPalette[vertexJointIndices[3]] * vertexJointWeights[3];
vec4 skinnedPosition = skinningMatrix * vec4(vertexPosition, 1.0);
vec3 skinnedNormal = vec3(skinningMatrix * vec4(vertexNormal, 0.0));
vec3 skinnedTangent = vec3(skinningMatrix * vec4(vertexTangent.xyz, 0.0));
// Transform position, normal, and tangent to world space
worldPosition = vec3(modelMatrix * skinnedPosition);
worldNormal = normalize(modelNormalMatrix * skinnedNormal);
worldTangent.xyz = normalize(vec3(modelMatrix * vec4(skinnedTangent, 0.0)));
worldTangent.w = vertexTangent.w;
gl_Position = mvp * skinnedPosition;
}