|
Last change
on this file since 12412 was
12115,
checked in by wiesep, 7 years ago
|
|
Changed folder structure, deletet some unused files and cleaned up code
|
|
File size:
840 bytes
|
| Rev | Line | |
|---|
| [12115] | 1 | #version 120 |
|---|
| 2 | // Example GLSL program for skinning with two bone weights per vertex |
|---|
| 3 | |
|---|
| 4 | attribute vec4 vertex; |
|---|
| 5 | attribute vec4 uv0; |
|---|
| 6 | attribute vec4 blendIndices; |
|---|
| 7 | attribute vec4 blendWeights; |
|---|
| 8 | |
|---|
| 9 | uniform mat4x3 worldMatrix3x4Array[24]; |
|---|
| 10 | uniform mat4 viewProjectionMatrix; |
|---|
| 11 | uniform vec4 ambient; |
|---|
| 12 | |
|---|
| 13 | void main() |
|---|
| 14 | { |
|---|
| 15 | vec3 blendPos = vec3(0,0,0); |
|---|
| 16 | |
|---|
| 17 | for (int bone = 0; bone < 2; ++bone) |
|---|
| 18 | { |
|---|
| 19 | // ATI GLSL compiler can't handle indexing an array within an array so calculate the inner index first |
|---|
| 20 | int idx = int(blendIndices[bone]); |
|---|
| 21 | |
|---|
| 22 | // now weight this into final |
|---|
| 23 | float weight = blendWeights[bone]; |
|---|
| 24 | blendPos += worldMatrix3x4Array[idx]* vertex * weight; |
|---|
| 25 | } |
|---|
| 26 | |
|---|
| 27 | // apply view / projection to position |
|---|
| 28 | gl_Position = viewProjectionMatrix * vec4(blendPos, 1); |
|---|
| 29 | |
|---|
| 30 | gl_FrontSecondaryColor = vec4(0,0,0,0); |
|---|
| 31 | gl_FrontColor = ambient; |
|---|
| 32 | gl_TexCoord[0] = uv0; |
|---|
| 33 | } |
|---|
Note: See
TracBrowser
for help on using the repository browser.