[1] | 1 | // Example GLSL program for skinning with two bone weights per vertex |
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| 2 | |
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| 3 | attribute vec4 blendIndices; |
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| 4 | attribute vec4 blendWeights; |
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| 5 | |
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| 6 | // 3x4 matrix, passed as vec4's for compatibility with GL 2.0 |
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| 7 | // GL 2.0 supports 3x4 matrices |
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| 8 | // Support 24 bones ie 24*3, but use 72 since our parser can pick that out for sizing |
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| 9 | uniform vec4 worldMatrix3x4Array[72]; |
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| 10 | uniform mat4 viewProjectionMatrix; |
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| 11 | uniform vec4 lightPos[2]; |
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| 12 | uniform vec4 lightDiffuseColour[2]; |
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| 13 | |
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| 14 | void main() |
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| 15 | { |
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| 16 | vec3 blendPos = vec3(0,0,0); |
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| 17 | vec3 blendNorm = vec3(0,0,0); |
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| 18 | |
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| 19 | for (int bone = 0; bone < 2; ++bone) |
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| 20 | { |
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| 21 | // perform matrix multiplication manually since no 3x4 matrices |
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| 22 | // ATI GLSL compiler can't handle indexing an array within an array so calculate the inner index first |
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| 23 | int idx = int(blendIndices[bone]) * 3; |
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| 24 | // ATI GLSL compiler can't handle unrolling the loop so do it manually |
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| 25 | // ATI GLSL has better performance when mat4 is used rather than using individual dot product |
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| 26 | // There is a bug in ATI mat4 constructor (Cat 7.2) when indexed uniform array elements are used as vec4 parameter so manually assign |
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| 27 | mat4 worldMatrix; |
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| 28 | worldMatrix[0] = worldMatrix3x4Array[idx]; |
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| 29 | worldMatrix[1] = worldMatrix3x4Array[idx + 1]; |
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| 30 | worldMatrix[2] = worldMatrix3x4Array[idx + 2]; |
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| 31 | worldMatrix[3] = vec4(0); |
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| 32 | // now weight this into final |
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| 33 | float weight = blendWeights[bone]; |
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| 34 | blendPos += (gl_Vertex * worldMatrix).xyz * weight; |
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| 35 | |
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| 36 | mat3 worldRotMatrix = mat3(worldMatrix[0].xyz, worldMatrix[1].xyz, worldMatrix[2].xyz); |
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| 37 | blendNorm += (gl_Normal * worldRotMatrix) * weight; |
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| 38 | |
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| 39 | } |
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| 40 | |
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| 41 | // apply view / projection to position |
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| 42 | gl_Position = viewProjectionMatrix * vec4(blendPos, 1); |
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| 43 | |
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| 44 | // simple vertex lighting model |
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| 45 | vec3 lightDir0 = normalize( |
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| 46 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w)); |
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| 47 | vec3 lightDir1 = normalize( |
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| 48 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w)); |
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| 49 | |
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| 50 | gl_FrontSecondaryColor = vec4(0); |
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| 51 | gl_FrontColor = vec4(0.5, 0.5, 0.5, 1.0) |
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| 52 | + clamp(dot(lightDir0, blendNorm), 0.0, 1.0) * lightDiffuseColour[0] |
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| 53 | + clamp(dot(lightDir1, blendNorm), 0.0, 1.0) * lightDiffuseColour[1]; |
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| 54 | |
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| 55 | gl_TexCoord[0] = gl_MultiTexCoord0; |
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| 56 | |
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| 57 | } |
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