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@@ -6,38 +6,38 @@
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#define NUM_WEIGHTS_PER_VERT 4
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-attribute vec4 inBoneWeight;
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-attribute vec4 inBoneIndex;
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+attribute vec4 inHWBoneWeight;
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+attribute vec4 inHWBoneIndex;
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uniform mat4 m_BoneMatrices[NUM_BONES];
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-
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+
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void Skinning_Compute(inout vec4 position){
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- if (inBoneWeight.x != 0.0) {
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+ if (inHWBoneWeight.x != 0.0) {
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#if NUM_WEIGHTS_PER_VERT == 1
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- position = m_BoneMatrices[int(inBoneIndex.x)] * position;
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+ position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;
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#else
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mat4 mat = mat4(0.0);
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- mat += m_BoneMatrices[int(inBoneIndex.x)] * inBoneWeight.x;
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- mat += m_BoneMatrices[int(inBoneIndex.y)] * inBoneWeight.y;
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- mat += m_BoneMatrices[int(inBoneIndex.z)] * inBoneWeight.z;
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- mat += m_BoneMatrices[int(inBoneIndex.w)] * inBoneWeight.w;
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+ mat += m_BoneMatrices[int(inHWBoneIndex.x)] * inHWBoneWeight.x;
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+ mat += m_BoneMatrices[int(inHWBoneIndex.y)] * inHWBoneWeight.y;
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+ mat += m_BoneMatrices[int(inHWBoneIndex.z)] * inHWBoneWeight.z;
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+ mat += m_BoneMatrices[int(inHWBoneIndex.w)] * inHWBoneWeight.w;
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position = mat * position;
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#endif
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}
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}
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void Skinning_Compute(inout vec4 position, inout vec3 normal){
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- if (inBoneWeight.x != 0.0) {
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+ if (inHWBoneWeight.x != 0.0) {
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#if NUM_WEIGHTS_PER_VERT == 1
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- position = m_BoneMatrices[int(inBoneIndex.x)] * position;
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- normal = (mat3(m_BoneMatrices[int(inBoneIndex.x)][0].xyz,
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- m_BoneMatrices[int(inBoneIndex.x)][1].xyz,
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- m_BoneMatrices[int(inBoneIndex.x)][2].xyz) * normal);
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+ position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;
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+ normal = (mat3(m_BoneMatrices[int(inHWBoneIndex.x)][0].xyz,
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+ m_BoneMatrices[int(inHWBoneIndex.x)][1].xyz,
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+ m_BoneMatrices[int(inHWBoneIndex.x)][2].xyz) * normal);
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#else
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mat4 mat = mat4(0.0);
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- mat += m_BoneMatrices[int(inBoneIndex.x)] * inBoneWeight.x;
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- mat += m_BoneMatrices[int(inBoneIndex.y)] * inBoneWeight.y;
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- mat += m_BoneMatrices[int(inBoneIndex.z)] * inBoneWeight.z;
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- mat += m_BoneMatrices[int(inBoneIndex.w)] * inBoneWeight.w;
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+ mat += m_BoneMatrices[int(inHWBoneIndex.x)] * inHWBoneWeight.x;
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+ mat += m_BoneMatrices[int(inHWBoneIndex.y)] * inHWBoneWeight.y;
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+ mat += m_BoneMatrices[int(inHWBoneIndex.z)] * inHWBoneWeight.z;
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+ mat += m_BoneMatrices[int(inHWBoneIndex.w)] * inHWBoneWeight.w;
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position = mat * position;
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mat3 rotMat = mat3(mat[0].xyz, mat[1].xyz, mat[2].xyz);
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@@ -47,19 +47,19 @@ void Skinning_Compute(inout vec4 position, inout vec3 normal){
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}
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void Skinning_Compute(inout vec4 position, inout vec3 tangent, inout vec3 normal){
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- if (inBoneWeight.x != 0.0) {
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+ if (inHWBoneWeight.x != 0.0) {
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#if NUM_WEIGHTS_PER_VERT == 1
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- position = m_BoneMatrices[int(inBoneIndex.x)] * position;
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- tangent = m_BoneMatrices[int(inBoneIndex.x)] * tangent;
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- normal = (mat3(m_BoneMatrices[int(inBoneIndex.x)][0].xyz,
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- m_BoneMatrices[int(inBoneIndex.x)][1].xyz,
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- m_BoneMatrices[int(inBoneIndex.x)][2].xyz) * normal);
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+ position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;
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+ tangent = m_BoneMatrices[int(inHWBoneIndex.x)] * tangent;
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+ normal = (mat3(m_BoneMatrices[int(inHWBoneIndex.x)][0].xyz,
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+ m_BoneMatrices[int(inHWBoneIndex.x)][1].xyz,
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+ m_BoneMatrices[int(inHWBoneIndex.x)][2].xyz) * normal);
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#else
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mat4 mat = mat4(0.0);
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- mat += m_BoneMatrices[int(inBoneIndex.x)] * inBoneWeight.x;
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- mat += m_BoneMatrices[int(inBoneIndex.y)] * inBoneWeight.y;
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- mat += m_BoneMatrices[int(inBoneIndex.z)] * inBoneWeight.z;
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- mat += m_BoneMatrices[int(inBoneIndex.w)] * inBoneWeight.w;
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+ mat += m_BoneMatrices[int(inHWBoneIndex.x)] * inHWBoneWeight.x;
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+ mat += m_BoneMatrices[int(inHWBoneIndex.y)] * inHWBoneWeight.y;
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+ mat += m_BoneMatrices[int(inHWBoneIndex.z)] * inHWBoneWeight.z;
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+ mat += m_BoneMatrices[int(inHWBoneIndex.w)] * inHWBoneWeight.w;
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position = mat * position;
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mat3 rotMat = mat3(mat[0].xyz, mat[1].xyz, mat[2].xyz);
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