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converted skeletons from uniform to texture

Juan Linietsky 8 년 전
부모
커밋
6d15e15732
4개의 변경된 파일191개의 추가작업 그리고 143개의 파일을 삭제
  1. 15 11
      drivers/gles3/rasterizer_scene_gles3.cpp
  2. 131 110
      drivers/gles3/rasterizer_storage_gles3.cpp
  3. 6 5
      drivers/gles3/rasterizer_storage_gles3.h
  4. 39 17
      drivers/gles3/shaders/scene.glsl

+ 15 - 11
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -1528,7 +1528,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
 
 		GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]);
 
-		glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
+		glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
 		glBindTexture(GL_TEXTURE_3D, gipi->tex_cache);
 		state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform);
 		state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds);
@@ -1540,7 +1540,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
 
 			GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]);
 
-			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
+			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 11);
 			glBindTexture(GL_TEXTURE_3D, gipi2->tex_cache);
 			state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform);
 			state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds);
@@ -1804,24 +1804,26 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
 			}
 		}
 
+
+
+		if ((prev_base_type == VS::INSTANCE_MULTIMESH) != (e->instance->base_type == VS::INSTANCE_MULTIMESH)) {
+			state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, e->instance->base_type == VS::INSTANCE_MULTIMESH);
+			rebind = true;
+		}
+
 		if (prev_skeleton != skeleton) {
 			if (prev_skeleton.is_valid() != skeleton.is_valid()) {
 				state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, skeleton.is_valid());
 				rebind = true;
 			}
+
 			if (skeleton.is_valid()) {
 				RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton);
-				if (sk->size) {
-					glBindBufferBase(GL_UNIFORM_BUFFER, 7, sk->ubo);
-				}
+				glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
+				glBindTexture(GL_TEXTURE_2D,sk->texture);
 			}
 		}
 
-		if ((prev_base_type == VS::INSTANCE_MULTIMESH) != (e->instance->base_type == VS::INSTANCE_MULTIMESH)) {
-			state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, e->instance->base_type == VS::INSTANCE_MULTIMESH);
-			rebind = true;
-		}
-
 		if (material != prev_material || rebind) {
 
 			storage->info.render_material_switch_count++;
@@ -1833,6 +1835,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
 			}
 		}
 
+
+
 		if (!(e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
 			_setup_light(e, p_view_transform);
 		}
@@ -3567,7 +3571,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 			glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
 			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
 			//bind depth for read
-			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8);
+			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9);
 			glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
 		}
 

+ 131 - 110
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -3038,7 +3038,7 @@ Rect3 RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
 
 				int sbs = sk->size;
 				ERR_CONTINUE(bs > sbs);
-				float *skb = sk->bones.ptr();
+				const float *texture = sk->skel_texture.ptr();
 
 				bool first = true;
 				if (sk->use_2d) {
@@ -3047,16 +3047,18 @@ Rect3 RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
 						if (!skused[j])
 							continue;
 
-						float *dataptr = &skb[8 * j];
+
+						int base_ofs = ((j / 256) * 256) * 2 * 4 + (j % 256) * 4;
 
 						Transform mtx;
 
-						mtx.basis.elements[0][0] = dataptr[0];
-						mtx.basis.elements[0][1] = dataptr[1];
-						mtx.origin[0] = dataptr[3];
-						mtx.basis.elements[1][0] = dataptr[4];
-						mtx.basis.elements[1][1] = dataptr[5];
-						mtx.origin[1] = dataptr[7];
+						mtx.basis[0].x=texture[base_ofs+0];
+						mtx.basis[0].y=texture[base_ofs+1];
+						mtx.origin.x=texture[base_ofs+3];
+						base_ofs+=256*4;
+						mtx.basis[1].x=texture[base_ofs+0];
+						mtx.basis[1].y=texture[base_ofs+1];
+						mtx.origin.y=texture[base_ofs+3];
 
 						Rect3 baabb = mtx.xform(skbones[j]);
 						if (first) {
@@ -3072,21 +3074,24 @@ Rect3 RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
 						if (!skused[j])
 							continue;
 
-						float *dataptr = &skb[12 * j];
+						int base_ofs = ((j / 256) * 256) * 3 * 4 + (j % 256) * 4;
 
 						Transform mtx;
-						mtx.basis.elements[0][0] = dataptr[0];
-						mtx.basis.elements[0][1] = dataptr[1];
-						mtx.basis.elements[0][2] = dataptr[2];
-						mtx.origin.x = dataptr[3];
-						mtx.basis.elements[1][0] = dataptr[4];
-						mtx.basis.elements[1][1] = dataptr[5];
-						mtx.basis.elements[1][2] = dataptr[6];
-						mtx.origin.y = dataptr[7];
-						mtx.basis.elements[2][0] = dataptr[8];
-						mtx.basis.elements[2][1] = dataptr[9];
-						mtx.basis.elements[2][2] = dataptr[10];
-						mtx.origin.z = dataptr[11];
+
+						mtx.basis[0].x=texture[base_ofs+0];
+						mtx.basis[0].y=texture[base_ofs+1];
+						mtx.basis[0].z=texture[base_ofs+2];
+						mtx.origin.x=texture[base_ofs+3];
+						base_ofs+=256*4;
+						mtx.basis[1].x=texture[base_ofs+0];
+						mtx.basis[1].y=texture[base_ofs+1];
+						mtx.basis[1].z=texture[base_ofs+2];
+						mtx.origin.y=texture[base_ofs+3];
+						base_ofs+=256*4;
+						mtx.basis[2].x=texture[base_ofs+0];
+						mtx.basis[2].y=texture[base_ofs+1];
+						mtx.basis[2].z=texture[base_ofs+2];
+						mtx.origin.z=texture[base_ofs+3];
 
 						Rect3 baabb = mtx.xform(skbones[j]);
 						if (first) {
@@ -3921,6 +3926,9 @@ RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const {
 RID RasterizerStorageGLES3::skeleton_create() {
 
 	Skeleton *skeleton = memnew(Skeleton);
+
+	glGenTextures(1,&skeleton->texture);
+
 	return skeleton_owner.make_rid(skeleton);
 }
 
@@ -3933,49 +3941,28 @@ void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton, int p_bones, bool
 	if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton)
 		return;
 
-	if (skeleton->ubo) {
-		glDeleteBuffers(1, &skeleton->ubo);
-		skeleton->ubo = 0;
-	}
-
-	skeleton->size = p_bones;
-	if (p_2d_skeleton) {
-		skeleton->bones.resize(p_bones * 8);
-		for (int i = 0; i < skeleton->bones.size(); i += 8) {
-			skeleton->bones[i + 0] = 1;
-			skeleton->bones[i + 1] = 0;
-			skeleton->bones[i + 2] = 0;
-			skeleton->bones[i + 3] = 0;
-			skeleton->bones[i + 4] = 0;
-			skeleton->bones[i + 5] = 1;
-			skeleton->bones[i + 6] = 0;
-			skeleton->bones[i + 7] = 0;
-		}
+	skeleton->size=p_bones;
+	skeleton->use_2d=p_2d_skeleton;
 
+	int height = p_bones/256;
+	if (p_bones%256)
+		height++;
+
+	glActiveTexture(GL_TEXTURE0);
+	glBindTexture(GL_TEXTURE_2D,skeleton->texture);
+
+	if (skeleton->use_2d) {
+		skeleton->skel_texture.resize(256*height*2*4);
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, height*2, 0, GL_RGBA, GL_FLOAT, NULL);
 	} else {
-		skeleton->bones.resize(p_bones * 12);
-		for (int i = 0; i < skeleton->bones.size(); i += 12) {
-			skeleton->bones[i + 0] = 1;
-			skeleton->bones[i + 1] = 0;
-			skeleton->bones[i + 2] = 0;
-			skeleton->bones[i + 3] = 0;
-			skeleton->bones[i + 4] = 0;
-			skeleton->bones[i + 5] = 1;
-			skeleton->bones[i + 6] = 0;
-			skeleton->bones[i + 7] = 0;
-			skeleton->bones[i + 8] = 0;
-			skeleton->bones[i + 9] = 0;
-			skeleton->bones[i + 10] = 1;
-			skeleton->bones[i + 11] = 0;
-		}
+		skeleton->skel_texture.resize(256*height*3*4);
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, height*3, 0, GL_RGBA, GL_FLOAT, NULL);
 	}
 
-	if (p_bones) {
-		glGenBuffers(1, &skeleton->ubo);
-		glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo);
-		glBufferData(GL_UNIFORM_BUFFER, skeleton->bones.size() * sizeof(float), NULL, GL_DYNAMIC_DRAW);
-		glBindBuffer(GL_UNIFORM_BUFFER, 0);
-	}
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
 	if (!skeleton->update_list.in_list()) {
 		skeleton_update_list.add(&skeleton->update_list);
@@ -3997,19 +3984,25 @@ void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton, int p_b
 	ERR_FAIL_INDEX(p_bone, skeleton->size);
 	ERR_FAIL_COND(skeleton->use_2d);
 
-	float *bones = skeleton->bones.ptr();
-	bones[p_bone * 12 + 0] = p_transform.basis.elements[0][0];
-	bones[p_bone * 12 + 1] = p_transform.basis.elements[0][1];
-	bones[p_bone * 12 + 2] = p_transform.basis.elements[0][2];
-	bones[p_bone * 12 + 3] = p_transform.origin.x;
-	bones[p_bone * 12 + 4] = p_transform.basis.elements[1][0];
-	bones[p_bone * 12 + 5] = p_transform.basis.elements[1][1];
-	bones[p_bone * 12 + 6] = p_transform.basis.elements[1][2];
-	bones[p_bone * 12 + 7] = p_transform.origin.y;
-	bones[p_bone * 12 + 8] = p_transform.basis.elements[2][0];
-	bones[p_bone * 12 + 9] = p_transform.basis.elements[2][1];
-	bones[p_bone * 12 + 10] = p_transform.basis.elements[2][2];
-	bones[p_bone * 12 + 11] = p_transform.origin.z;
+	float *texture = skeleton->skel_texture.ptr();
+
+	int base_ofs = ((p_bone / 256) * 256) * 3 * 4 + (p_bone % 256) * 4;
+
+	texture[base_ofs+0]=p_transform.basis[0].x;
+	texture[base_ofs+1]=p_transform.basis[0].y;
+	texture[base_ofs+2]=p_transform.basis[0].z;
+	texture[base_ofs+3]=p_transform.origin.x;
+	base_ofs+=256*4;
+	texture[base_ofs+0]=p_transform.basis[1].x;
+	texture[base_ofs+1]=p_transform.basis[1].y;
+	texture[base_ofs+2]=p_transform.basis[1].z;
+	texture[base_ofs+3]=p_transform.origin.y;
+	base_ofs+=256*4;
+	texture[base_ofs+0]=p_transform.basis[2].x;
+	texture[base_ofs+1]=p_transform.basis[2].y;
+	texture[base_ofs+2]=p_transform.basis[2].z;
+	texture[base_ofs+3]=p_transform.origin.z;
+
 
 	if (!skeleton->update_list.in_list()) {
 		skeleton_update_list.add(&skeleton->update_list);
@@ -4024,22 +4017,30 @@ Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton, in
 	ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform());
 	ERR_FAIL_COND_V(skeleton->use_2d, Transform());
 
-	float *bones = skeleton->bones.ptr();
-	Transform mtx;
-	mtx.basis.elements[0][0] = bones[p_bone * 12 + 0];
-	mtx.basis.elements[0][1] = bones[p_bone * 12 + 1];
-	mtx.basis.elements[0][2] = bones[p_bone * 12 + 2];
-	mtx.origin.x = bones[p_bone * 12 + 3];
-	mtx.basis.elements[1][0] = bones[p_bone * 12 + 4];
-	mtx.basis.elements[1][1] = bones[p_bone * 12 + 5];
-	mtx.basis.elements[1][2] = bones[p_bone * 12 + 6];
-	mtx.origin.y = bones[p_bone * 12 + 7];
-	mtx.basis.elements[2][0] = bones[p_bone * 12 + 8];
-	mtx.basis.elements[2][1] = bones[p_bone * 12 + 9];
-	mtx.basis.elements[2][2] = bones[p_bone * 12 + 10];
-	mtx.origin.z = bones[p_bone * 12 + 11];
-
-	return mtx;
+	const float *texture = skeleton->skel_texture.ptr();
+
+	Transform ret;
+
+	int base_ofs = ((p_bone / 256) * 256) * 3 * 4 + (p_bone % 256) * 4;
+
+	ret.basis[0].x=texture[base_ofs+0];
+	ret.basis[0].y=texture[base_ofs+1];
+	ret.basis[0].z=texture[base_ofs+2];
+	ret.origin.x=texture[base_ofs+3];
+	base_ofs+=256*4;
+	ret.basis[1].x=texture[base_ofs+0];
+	ret.basis[1].y=texture[base_ofs+1];
+	ret.basis[1].z=texture[base_ofs+2];
+	ret.origin.y=texture[base_ofs+3];
+	base_ofs+=256*4;
+	ret.basis[2].x=texture[base_ofs+0];
+	ret.basis[2].y=texture[base_ofs+1];
+	ret.basis[2].z=texture[base_ofs+2];
+	ret.origin.z=texture[base_ofs+3];
+
+
+	return ret;
+
 }
 void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
 
@@ -4049,15 +4050,20 @@ void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton, int
 	ERR_FAIL_INDEX(p_bone, skeleton->size);
 	ERR_FAIL_COND(!skeleton->use_2d);
 
-	float *bones = skeleton->bones.ptr();
-	bones[p_bone * 12 + 0] = p_transform.elements[0][0];
-	bones[p_bone * 12 + 1] = p_transform.elements[1][0];
-	bones[p_bone * 12 + 2] = 0;
-	bones[p_bone * 12 + 3] = p_transform.elements[2][0];
-	bones[p_bone * 12 + 4] = p_transform.elements[0][1];
-	bones[p_bone * 12 + 5] = p_transform.elements[1][1];
-	bones[p_bone * 12 + 6] = 0;
-	bones[p_bone * 12 + 7] = p_transform.elements[2][1];
+	float *texture = skeleton->skel_texture.ptr();
+
+	int base_ofs = ((p_bone / 256) * 256) * 2 * 4 + (p_bone % 256) * 4;
+
+	texture[base_ofs+0]=p_transform[0][0];
+	texture[base_ofs+1]=p_transform[1][0];
+	texture[base_ofs+2]=0;
+	texture[base_ofs+3]=p_transform[2][0];
+	base_ofs+=256*4;
+	texture[base_ofs+0]=p_transform[0][1];
+	texture[base_ofs+1]=p_transform[1][1];
+	texture[base_ofs+2]=0;
+	texture[base_ofs+3]=p_transform[2][1];
+
 
 	if (!skeleton->update_list.in_list()) {
 		skeleton_update_list.add(&skeleton->update_list);
@@ -4071,28 +4077,41 @@ Transform2D RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleto
 	ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D());
 	ERR_FAIL_COND_V(!skeleton->use_2d, Transform2D());
 
-	Transform2D mtx;
+	const float *texture = skeleton->skel_texture.ptr();
+
+	Transform2D ret;
+
+	int base_ofs = ((p_bone / 256) * 256) * 2 * 4 + (p_bone % 256) * 4;
 
-	float *bones = skeleton->bones.ptr();
-	mtx.elements[0][0] = bones[p_bone * 12 + 0];
-	mtx.elements[1][0] = bones[p_bone * 12 + 1];
-	mtx.elements[2][0] = bones[p_bone * 12 + 3];
-	mtx.elements[0][1] = bones[p_bone * 12 + 4];
-	mtx.elements[1][1] = bones[p_bone * 12 + 5];
-	mtx.elements[2][1] = bones[p_bone * 12 + 7];
+	ret[0][0]=texture[base_ofs+0];
+	ret[1][0]=texture[base_ofs+1];
+	ret[2][0]=texture[base_ofs+3];
+	base_ofs+=256*4;
+	ret[0][1]=texture[base_ofs+0];
+	ret[1][1]=texture[base_ofs+1];
+	ret[2][1]=texture[base_ofs+3];
 
-	return mtx;
+	return ret;
 }
 
 void RasterizerStorageGLES3::update_dirty_skeletons() {
 
+	glActiveTexture(GL_TEXTURE0);
+
 	while (skeleton_update_list.first()) {
 
 		Skeleton *skeleton = skeleton_update_list.first()->self();
 		if (skeleton->size) {
-			glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo);
-			glBufferSubData(GL_UNIFORM_BUFFER, 0, skeleton->bones.size() * sizeof(float), skeleton->bones.ptr());
-			glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+
+
+			int height = skeleton->size/256;
+			if (skeleton->size%256)
+				height++;
+
+
+			glBindTexture(GL_TEXTURE_2D,skeleton->texture);
+			glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256,height*(skeleton->use_2d?2:3), GL_RGBA, GL_FLOAT, skeleton->skel_texture.ptr());
 		}
 
 		for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
@@ -5957,6 +5976,8 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
 		}
 
 		skeleton_allocate(p_rid, 0, false);
+
+		glDeleteTextures(1,&skeleton->texture);
 		skeleton_owner.free(p_rid);
 		memdelete(skeleton);
 

+ 6 - 5
drivers/gles3/rasterizer_storage_gles3.h

@@ -769,18 +769,19 @@ public:
 	/* SKELETON API */
 
 	struct Skeleton : RID_Data {
-		int size;
 		bool use_2d;
-		Vector<float> bones; //4x3 or 4x2 depending on what is needed
-		GLuint ubo;
+		int size;
+		Vector<float> skel_texture;
+		GLuint texture;
 		SelfList<Skeleton> update_list;
 		Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
 
 		Skeleton()
 			: update_list(this) {
-			size = 0;
+			size=0;
+
 			use_2d = false;
-			ubo = 0;
+			texture = 0;
 		}
 	};
 

+ 39 - 17
drivers/gles3/shaders/scene.glsl

@@ -146,13 +146,10 @@ out highp float dp_clip;
 
 #endif
 
-#ifdef USE_SKELETON
-
-layout(std140) uniform SkeletonData { //ubo:7
-
-	mat3x4 skeleton[MAX_SKELETON_BONES];
-};
+#define SKELETON_TEXTURE_WIDTH 256
 
+#ifdef USE_SKELETON
+uniform highp sampler2D skeleton_texture; //texunit:-6
 #endif
 
 out highp vec4 position_interp;
@@ -173,15 +170,41 @@ void main() {
 	color_interp = color_attrib;
 #endif
 
-
 #ifdef USE_SKELETON
-
 	{
 		//skeleton transform
-		highp mat3x4 m=skeleton[bone_indices.x]*bone_weights.x;
-		m+=skeleton[bone_indices.y]*bone_weights.y;
-		m+=skeleton[bone_indices.z]*bone_weights.z;
-		m+=skeleton[bone_indices.w]*bone_weights.w;
+		ivec2 tex_ofs = ivec2( bone_indices.x%256, (bone_indices.x/256)*3 );
+		highp mat3x4 m = mat3x4(
+			texelFetch(skeleton_texture,tex_ofs,0),
+			texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
+			texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
+		) * bone_weights.x;
+
+		tex_ofs = ivec2( bone_indices.y%256, (bone_indices.y/256)*3 );
+
+		m+= mat3x4(
+					texelFetch(skeleton_texture,tex_ofs,0),
+					texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
+					texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
+				) * bone_weights.y;
+
+		tex_ofs = ivec2( bone_indices.z%256, (bone_indices.z/256)*3 );
+
+		m+= mat3x4(
+					texelFetch(skeleton_texture,tex_ofs,0),
+					texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
+					texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
+				) * bone_weights.z;
+
+
+		tex_ofs = ivec2( bone_indices.w%256, (bone_indices.w/256)*3 );
+
+		m+= mat3x4(
+					texelFetch(skeleton_texture,tex_ofs,0),
+					texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
+					texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
+				) * bone_weights.w;
+
 
 		vertex.xyz = vertex * m;
 
@@ -190,8 +213,7 @@ void main() {
 		tangent.xyz = vec4(tangent.xyz,0.0) * mn;
 #endif
 	}
-#endif // USE_SKELETON1
-
+#endif
 
 #ifdef USE_INSTANCING
 
@@ -493,7 +515,7 @@ layout(location=0) out vec4 frag_color;
 #endif
 
 in highp vec4 position_interp;
-uniform highp sampler2D depth_buffer; //texunit:-8
+uniform highp sampler2D depth_buffer; //texunit:-9
 
 float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
 
@@ -926,7 +948,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
 
 #ifdef USE_GI_PROBES
 
-uniform mediump sampler3D gi_probe1; //texunit:-6
+uniform mediump sampler3D gi_probe1; //texunit:-11
 uniform highp mat4 gi_probe_xform1;
 uniform highp vec3 gi_probe_bounds1;
 uniform highp vec3 gi_probe_cell_size1;
@@ -934,7 +956,7 @@ uniform highp float gi_probe_multiplier1;
 uniform highp float gi_probe_bias1;
 uniform bool gi_probe_blend_ambient1;
 
-uniform mediump sampler3D gi_probe2; //texunit:-7
+uniform mediump sampler3D gi_probe2; //texunit:-10
 uniform highp mat4 gi_probe_xform2;
 uniform highp vec3 gi_probe_bounds2;
 uniform highp vec3 gi_probe_cell_size2;