2016-12-19 01:25:22 +01:00
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def skin_pos(vert):
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vert.add_include('../../Shaders/compiled.glsl')
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vert.add_include('../../Shaders/std/skinning.glsl')
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2017-02-07 14:14:05 +01:00
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vert.add_uniform('vec4 skinBones[skinMaxBones * 2]', link='_skinBones', included=True)
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2016-12-19 01:25:22 +01:00
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vert.write('vec4 skinA;')
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vert.write('vec4 skinB;')
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vert.write('getSkinningDualQuat(ivec4(bone), weight, skinA, skinB);')
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vert.write('spos.xyz += 2.0 * cross(skinA.xyz, cross(skinA.xyz, spos.xyz) + skinA.w * spos.xyz); // Rotate')
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vert.write('spos.xyz += 2.0 * (skinA.w * skinB.xyz - skinB.w * skinA.xyz + cross(skinA.xyz, skinB.xyz)); // Translate')
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