Last change
on this file since 12412 was
12115,
checked in by wiesep, 6 years ago
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Changed folder structure, deletet some unused files and cleaned up code
|
File size:
840 bytes
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Rev | Line | |
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[12115] | 1 | #version 120 |
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| 2 | // Example GLSL program for skinning with two bone weights per vertex |
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| 3 | |
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| 4 | attribute vec4 vertex; |
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| 5 | attribute vec4 uv0; |
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| 6 | attribute vec4 blendIndices; |
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| 7 | attribute vec4 blendWeights; |
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| 8 | |
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| 9 | uniform mat4x3 worldMatrix3x4Array[24]; |
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| 10 | uniform mat4 viewProjectionMatrix; |
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| 11 | uniform vec4 ambient; |
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| 12 | |
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| 13 | void main() |
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| 14 | { |
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| 15 | vec3 blendPos = vec3(0,0,0); |
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| 16 | |
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| 17 | for (int bone = 0; bone < 2; ++bone) |
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| 18 | { |
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| 19 | // ATI GLSL compiler can't handle indexing an array within an array so calculate the inner index first |
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| 20 | int idx = int(blendIndices[bone]); |
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| 21 | |
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| 22 | // now weight this into final |
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| 23 | float weight = blendWeights[bone]; |
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| 24 | blendPos += worldMatrix3x4Array[idx]* vertex * weight; |
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| 25 | } |
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| 26 | |
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| 27 | // apply view / projection to position |
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| 28 | gl_Position = viewProjectionMatrix * vec4(blendPos, 1); |
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| 29 | |
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| 30 | gl_FrontSecondaryColor = vec4(0,0,0,0); |
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| 31 | gl_FrontColor = ambient; |
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| 32 | gl_TexCoord[0] = uv0; |
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| 33 | } |
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