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#ifdef NUM_BONES
attribute vec4 inBoneWeight;
attribute vec4 inBoneIndex;
uniform mat4 m_BoneMatrices[NUM_BONES];
void Skinning_Compute(inout vec4 position){
#if NUM_WEIGHTS_PER_VERT == 1
position = m_BoneMatrices[int(inBoneIndex.x)] * position;
#else
mat4 mat = mat4(0.0);
mat += m_BoneMatrices[int(inBoneIndex.x)] * inBoneWeight.x;
mat += m_BoneMatrices[int(inBoneIndex.y)] * inBoneWeight.y;
mat += m_BoneMatrices[int(inBoneIndex.z)] * inBoneWeight.z;
mat += m_BoneMatrices[int(inBoneIndex.w)] * inBoneWeight.w;
position = mat * position;
#endif
}
void Skinning_Compute(inout vec4 position, inout vec3 normal){
#if NUM_WEIGHTS_PER_VERT == 1
position = m_BoneMatrices[int(inBoneIndex.x)] * position;
normal = (mat3(m_BoneMatrices[int(inBoneIndex.x)][0].xyz,
m_BoneMatrices[int(inBoneIndex.x)][1].xyz,
m_BoneMatrices[int(inBoneIndex.x)][2].xyz) * normal);
#else
mat4 mat = mat4(0.0);
mat += m_BoneMatrices[int(inBoneIndex.x)] * inBoneWeight.x;
mat += m_BoneMatrices[int(inBoneIndex.y)] * inBoneWeight.y;
mat += m_BoneMatrices[int(inBoneIndex.z)] * inBoneWeight.z;
mat += m_BoneMatrices[int(inBoneIndex.w)] * inBoneWeight.w;
position = mat * position;
normal = (mat3(mat[0].xyz,mat[1].xyz,mat[2].xyz) * normal);
#endif
}
void Skinning_Compute(inout vec4 position, inout vec4 tangent, inout vec3 normal){
#if NUM_WEIGHTS_PER_VERT == 1
position = m_BoneMatrices[int(inBoneIndex.x)] * position;
tangent = m_BoneMatrices[int(inBoneIndex.x)] * tangent;
normal = (mat3(m_BoneMatrices[int(inBoneIndex.x)][0].xyz,
m_BoneMatrices[int(inBoneIndex.x)][1].xyz,
m_BoneMatrices[int(inBoneIndex.x)][2].xyz) * normal);
#else
mat4 mat = mat4(0.0);
mat += m_BoneMatrices[int(inBoneIndex.x)] * inBoneWeight.x;
mat += m_BoneMatrices[int(inBoneIndex.y)] * inBoneWeight.y;
mat += m_BoneMatrices[int(inBoneIndex.z)] * inBoneWeight.z;
mat += m_BoneMatrices[int(inBoneIndex.w)] * inBoneWeight.w;
position = mat * position;
tangent = mat * tangent;
normal = (mat3(mat[0].xyz,mat[1].xyz,mat[2].xyz) * normal);
#endif
}
#endif