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- #version 100
- #define MAX_BONE_NUM 64
- // Input vertex attributes
- attribute vec3 vertexPosition;
- attribute vec2 vertexTexCoord;
- attribute vec4 vertexColor;
- attribute vec4 vertexBoneIds;
- attribute vec4 vertexBoneWeights;
- // Input uniform values
- uniform mat4 mvp;
- uniform mat4 boneMatrices[MAX_BONE_NUM];
- // Output vertex attributes (to fragment shader)
- varying vec2 fragTexCoord;
- varying vec4 fragColor;
- void main()
- {
- int boneIndex0 = int(vertexBoneIds.x);
- int boneIndex1 = int(vertexBoneIds.y);
- int boneIndex2 = int(vertexBoneIds.z);
- int boneIndex3 = int(vertexBoneIds.w);
-
- // WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
- mat4 boneMatrixTransposed0 = mat4(
- vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x),
- vec4(boneMatrices[boneIndex0][0].y, boneMatrices[boneIndex0][1].y, boneMatrices[boneIndex0][2].y, boneMatrices[boneIndex0][3].y),
- vec4(boneMatrices[boneIndex0][0].z, boneMatrices[boneIndex0][1].z, boneMatrices[boneIndex0][2].z, boneMatrices[boneIndex0][3].z),
- vec4(boneMatrices[boneIndex0][0].w, boneMatrices[boneIndex0][1].w, boneMatrices[boneIndex0][2].w, boneMatrices[boneIndex0][3].w));
- mat4 boneMatrixTransposed1 = mat4(
- vec4(boneMatrices[boneIndex1][0].x, boneMatrices[boneIndex1][1].x, boneMatrices[boneIndex1][2].x, boneMatrices[boneIndex1][3].x),
- vec4(boneMatrices[boneIndex1][0].y, boneMatrices[boneIndex1][1].y, boneMatrices[boneIndex1][2].y, boneMatrices[boneIndex1][3].y),
- vec4(boneMatrices[boneIndex1][0].z, boneMatrices[boneIndex1][1].z, boneMatrices[boneIndex1][2].z, boneMatrices[boneIndex1][3].z),
- vec4(boneMatrices[boneIndex1][0].w, boneMatrices[boneIndex1][1].w, boneMatrices[boneIndex1][2].w, boneMatrices[boneIndex1][3].w));
- mat4 boneMatrixTransposed2 = mat4(
- vec4(boneMatrices[boneIndex2][0].x, boneMatrices[boneIndex2][1].x, boneMatrices[boneIndex2][2].x, boneMatrices[boneIndex2][3].x),
- vec4(boneMatrices[boneIndex2][0].y, boneMatrices[boneIndex2][1].y, boneMatrices[boneIndex2][2].y, boneMatrices[boneIndex2][3].y),
- vec4(boneMatrices[boneIndex2][0].z, boneMatrices[boneIndex2][1].z, boneMatrices[boneIndex2][2].z, boneMatrices[boneIndex2][3].z),
- vec4(boneMatrices[boneIndex2][0].w, boneMatrices[boneIndex2][1].w, boneMatrices[boneIndex2][2].w, boneMatrices[boneIndex2][3].w));
- mat4 boneMatrixTransposed3 = mat4(
- vec4(boneMatrices[boneIndex3][0].x, boneMatrices[boneIndex3][1].x, boneMatrices[boneIndex3][2].x, boneMatrices[boneIndex3][3].x),
- vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y),
- vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z),
- vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w));
-
- vec4 skinnedPosition =
- vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) +
- vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
- vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
- vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0));
-
- fragTexCoord = vertexTexCoord;
- fragColor = vertexColor;
- gl_Position = mvp*skinnedPosition;
- }
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