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source: code/branches/SuperOrxoBros_HS18/data_extern/programs/skinningTwoWeightsShadowCasterVp.glsl @ 12175

Last change on this file since 12175 was 12175, checked in by siramesh, 5 years ago

Super Orxo Bros (Sidharth Ramesh, Nisa Balta, Jeff Ren)

File size: 1.5 KB
Line 
1// Example GLSL program for skinning with two bone weights per vertex
2
3attribute vec4 blendIndices;
4attribute vec4 blendWeights;
5
6// 3x4 matrix, passed as vec4's for compatibility with GL 2.0
7// GL 2.0 supports 3x4 matrices
8// Support 24 bones ie 24*3, but use 72 since our parser can pick that out for sizing
9uniform vec4 worldMatrix3x4Array[72];
10uniform mat4 viewProjectionMatrix;
11uniform vec4 ambient;
12
13void main()
14{
15        vec3 blendPos = vec3(0,0,0);
16
17        for (int bone = 0; bone < 2; ++bone)
18        {
19                // perform matrix multiplication manually since no 3x4 matrices
20        // ATI GLSL compiler can't handle indexing an array within an array so calculate the inner index first
21            int idx = int(blendIndices[bone]) * 3;
22        // ATI GLSL compiler can't handle unrolling the loop so do it manually
23        // ATI GLSL has better performance when mat4 is used rather than using individual dot product
24        // There is a bug in ATI mat4 constructor (Cat 7.2) when indexed uniform array elements are used as vec4 parameter so manually assign
25                mat4 worldMatrix;
26                worldMatrix[0] = worldMatrix3x4Array[idx];
27                worldMatrix[1] = worldMatrix3x4Array[idx + 1];
28                worldMatrix[2] = worldMatrix3x4Array[idx + 2];
29                worldMatrix[3] = vec4(0);
30                // now weight this into final
31                blendPos += (gl_Vertex * worldMatrix).xyz * blendWeights[bone];
32        }
33
34        // apply view / projection to position
35        gl_Position = viewProjectionMatrix * vec4(blendPos, 1);
36       
37        gl_FrontSecondaryColor = vec4(0,0,0,0);
38        gl_FrontColor = ambient;
39        gl_TexCoord[0] = gl_MultiTexCoord0;
40}
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