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@@ -0,0 +1,59 @@
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+#version 120
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+
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+#define MAX_BONE_NUM 64
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+
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+// Input vertex attributes
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+attribute vec3 vertexPosition;
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+attribute vec2 vertexTexCoord;
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+attribute vec4 vertexColor;
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+attribute vec4 vertexBoneIds;
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+attribute vec4 vertexBoneWeights;
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+
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+// Input uniform values
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+uniform mat4 mvp;
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+uniform mat4 boneMatrices[MAX_BONE_NUM];
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+
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+// Output vertex attributes (to fragment shader)
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+varying vec2 fragTexCoord;
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+varying vec4 fragColor;
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+
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+void main()
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+{
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+ int boneIndex0 = int(vertexBoneIds.x);
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+ int boneIndex1 = int(vertexBoneIds.y);
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+ int boneIndex2 = int(vertexBoneIds.z);
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+ int boneIndex3 = int(vertexBoneIds.w);
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+
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+ // WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
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+ mat4 boneMatrixTransposed0 = mat4(
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+ vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x),
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+ vec4(boneMatrices[boneIndex0][0].y, boneMatrices[boneIndex0][1].y, boneMatrices[boneIndex0][2].y, boneMatrices[boneIndex0][3].y),
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+ vec4(boneMatrices[boneIndex0][0].z, boneMatrices[boneIndex0][1].z, boneMatrices[boneIndex0][2].z, boneMatrices[boneIndex0][3].z),
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+ vec4(boneMatrices[boneIndex0][0].w, boneMatrices[boneIndex0][1].w, boneMatrices[boneIndex0][2].w, boneMatrices[boneIndex0][3].w));
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+ mat4 boneMatrixTransposed1 = mat4(
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+ vec4(boneMatrices[boneIndex1][0].x, boneMatrices[boneIndex1][1].x, boneMatrices[boneIndex1][2].x, boneMatrices[boneIndex1][3].x),
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+ vec4(boneMatrices[boneIndex1][0].y, boneMatrices[boneIndex1][1].y, boneMatrices[boneIndex1][2].y, boneMatrices[boneIndex1][3].y),
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+ vec4(boneMatrices[boneIndex1][0].z, boneMatrices[boneIndex1][1].z, boneMatrices[boneIndex1][2].z, boneMatrices[boneIndex1][3].z),
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+ vec4(boneMatrices[boneIndex1][0].w, boneMatrices[boneIndex1][1].w, boneMatrices[boneIndex1][2].w, boneMatrices[boneIndex1][3].w));
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+ mat4 boneMatrixTransposed2 = mat4(
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+ vec4(boneMatrices[boneIndex2][0].x, boneMatrices[boneIndex2][1].x, boneMatrices[boneIndex2][2].x, boneMatrices[boneIndex2][3].x),
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+ vec4(boneMatrices[boneIndex2][0].y, boneMatrices[boneIndex2][1].y, boneMatrices[boneIndex2][2].y, boneMatrices[boneIndex2][3].y),
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+ vec4(boneMatrices[boneIndex2][0].z, boneMatrices[boneIndex2][1].z, boneMatrices[boneIndex2][2].z, boneMatrices[boneIndex2][3].z),
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+ vec4(boneMatrices[boneIndex2][0].w, boneMatrices[boneIndex2][1].w, boneMatrices[boneIndex2][2].w, boneMatrices[boneIndex2][3].w));
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+ mat4 boneMatrixTransposed3 = mat4(
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+ vec4(boneMatrices[boneIndex3][0].x, boneMatrices[boneIndex3][1].x, boneMatrices[boneIndex3][2].x, boneMatrices[boneIndex3][3].x),
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+ vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y),
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+ vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z),
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+ vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w));
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+
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+ vec4 skinnedPosition =
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+ vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) +
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+ vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
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+ vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
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+ vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0));
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+
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+ fragTexCoord = vertexTexCoord;
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+ fragColor = vertexColor;
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+
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+ gl_Position = mvp*skinnedPosition;
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+}
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