Last change
on this file since 12092 was
12091,
checked in by wiesep, 6 years ago
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Updated programs and adjusted Material to work with GLSL>150
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File size:
1.1 KB
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Line | |
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1 | #version 100 |
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2 | |
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3 | precision highp int; |
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4 | precision highp float; |
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5 | |
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6 | /* |
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7 | Two-weight-per-vertex hardware skinning, shadow caster pass |
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8 | */ |
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9 | |
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10 | attribute vec4 vertex; |
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11 | attribute vec4 uv0; |
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12 | attribute vec4 blendIndices; |
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13 | attribute vec4 blendWeights; |
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14 | |
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15 | // 3x4 matrix, passed as vec4's for compatibility with GL ES 2.0 |
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16 | // Support 24 bones ie 24*3, but use 72 since our parser can pick that out for sizing |
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17 | uniform vec4 worldMatrix3x4Array[72]; |
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18 | uniform mat4 viewProjectionMatrix; |
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19 | uniform vec4 ambient; |
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20 | |
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21 | varying vec4 colour; |
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22 | |
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23 | void main() |
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24 | { |
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25 | vec3 blendPos = vec3(0.0); |
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26 | |
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27 | for (int bone = 0; bone < 2; ++bone) |
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28 | { |
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29 | // Perform matrix multiplication manually since no 3x4 matrices |
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30 | int idx = int(blendIndices[bone]) * 3; |
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31 | |
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32 | // Unroll the loop manually |
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33 | mat4 worldMatrix; |
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34 | worldMatrix[0] = worldMatrix3x4Array[idx]; |
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35 | worldMatrix[1] = worldMatrix3x4Array[idx + 1]; |
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36 | worldMatrix[2] = worldMatrix3x4Array[idx + 2]; |
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37 | worldMatrix[3] = vec4(0.0); |
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38 | // Now weight this into final |
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39 | blendPos += (vertex * worldMatrix).xyz * blendWeights[bone]; |
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40 | } |
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41 | |
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42 | // Apply view / projection to position |
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43 | gl_Position = viewProjectionMatrix * vec4(blendPos, 1.0); |
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44 | |
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45 | colour = ambient; |
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46 | } |
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