| 1 | // Example GLSL program for skinning with two bone weights per vertex | 
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| 2 |  | 
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| 3 | attribute vec4 blendIndices; | 
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| 4 | attribute vec4 blendWeights; | 
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| 5 |  | 
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| 6 | // 3x4 matrix, passed as vec4's for compatibility with GL 2.0 | 
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| 7 | // GL 2.0 supports 3x4 matrices | 
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| 8 | // Support 24 bones ie 24*3, but use 72 since our parser can pick that out for sizing | 
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| 9 | uniform vec4 worldMatrix3x4Array[72]; | 
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| 10 | uniform mat4 viewProjectionMatrix; | 
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| 11 | uniform vec4 lightPos[2]; | 
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| 12 | uniform vec4 lightDiffuseColour[2]; | 
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| 13 |  | 
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| 14 | void main() | 
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| 15 | { | 
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| 16 |         vec3 blendPos = vec3(0,0,0); | 
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| 17 |         vec3 blendNorm = vec3(0,0,0); | 
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| 18 |          | 
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| 19 |         for (int bone = 0; bone < 2; ++bone) | 
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| 20 |         { | 
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| 21 |                 // perform matrix multiplication manually since no 3x4 matrices | 
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| 22 |         // ATI GLSL compiler can't handle indexing an array within an array so calculate the inner index first | 
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| 23 |             int idx = int(blendIndices[bone]) * 3; | 
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| 24 |         // ATI GLSL compiler can't handle unrolling the loop so do it manually | 
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| 25 |         // ATI GLSL has better performance when mat4 is used rather than using individual dot product | 
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| 26 |         // There is a bug in ATI mat4 constructor (Cat 7.2) when indexed uniform array elements are used as vec4 parameter so manually assign | 
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| 27 |                 mat4 worldMatrix; | 
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| 28 |                 worldMatrix[0] = worldMatrix3x4Array[idx]; | 
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| 29 |                 worldMatrix[1] = worldMatrix3x4Array[idx + 1]; | 
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| 30 |                 worldMatrix[2] = worldMatrix3x4Array[idx + 2]; | 
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| 31 |                 worldMatrix[3] = vec4(0); | 
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| 32 |                 // now weight this into final  | 
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| 33 |             float weight = blendWeights[bone]; | 
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| 34 |                 blendPos += (gl_Vertex * worldMatrix).xyz * weight; | 
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| 35 |                  | 
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| 36 |                 mat3 worldRotMatrix = mat3(worldMatrix[0].xyz, worldMatrix[1].xyz, worldMatrix[2].xyz); | 
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| 37 |                 blendNorm += (gl_Normal * worldRotMatrix) * weight; | 
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| 38 |  | 
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| 39 |         } | 
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| 40 |  | 
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| 41 |         // apply view / projection to position | 
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| 42 |         gl_Position = viewProjectionMatrix * vec4(blendPos, 1); | 
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| 43 |  | 
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| 44 |         // simple vertex lighting model | 
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| 45 |         vec3 lightDir0 = normalize( | 
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| 46 |                 lightPos[0].xyz -  (blendPos.xyz * lightPos[0].w)); | 
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| 47 |         vec3 lightDir1 = normalize( | 
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| 48 |                 lightPos[1].xyz -  (blendPos.xyz * lightPos[1].w)); | 
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| 49 |                  | 
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| 50 |         gl_FrontSecondaryColor = vec4(0); | 
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| 51 |         gl_FrontColor = vec4(0.5, 0.5, 0.5, 1.0)  | 
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| 52 |                 + clamp(dot(lightDir0, blendNorm), 0.0, 1.0) * lightDiffuseColour[0] | 
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| 53 |                 + clamp(dot(lightDir1, blendNorm), 0.0, 1.0) * lightDiffuseColour[1]; | 
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| 54 |  | 
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| 55 |         gl_TexCoord[0] = gl_MultiTexCoord0; | 
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| 56 |          | 
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| 57 | } | 
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