Last change
on this file since 12216 was
12115,
checked in by wiesep, 6 years ago
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Changed folder structure, deletet some unused files and cleaned up code
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File size:
840 bytes
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Line | |
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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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