Add raylib

Signed-off-by: jmug <u.g.a.mariano@gmail.com>
This commit is contained in:
Mariano Uvalle 2025-04-19 18:18:15 -07:00
parent 5a0cf43dde
commit 9bdccda54b
1014 changed files with 495213 additions and 0 deletions

View file

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#version 330
#define MAX_BONE_NUM 128
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
in vec4 vertexBoneIds;
in vec4 vertexBoneWeights;
// Input uniform values
uniform mat4 mvp;
uniform mat4 boneMatrices[MAX_BONE_NUM];
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
void main()
{
int boneIndex0 = int(vertexBoneIds.x);
int boneIndex1 = int(vertexBoneIds.y);
int boneIndex2 = int(vertexBoneIds.z);
int boneIndex3 = int(vertexBoneIds.w);
vec4 skinnedPosition =
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = mvp*skinnedPosition;
}