import arm.utils if arm.is_reload(__name__): arm.utils = arm.reload_module(arm.utils) else: arm.enable_reload(__name__) def skin_pos(vert): vert.add_include('compiled.inc') rpdat = arm.utils.get_rp() vert.add_include('std/skinning.glsl') vert.add_uniform('vec4 skinBones[skinMaxBones * 2]', link='_skinBones', included=True) vert.add_uniform('float posUnpack', link='_posUnpack') vert.write_attrib('vec4 skinA;') vert.write_attrib('vec4 skinB;') vert.write_attrib('getSkinningDualQuat(ivec4(bone * 32767), weight, skinA, skinB);') vert.write_attrib('spos.xyz *= posUnpack;') vert.write_attrib('spos.xyz += 2.0 * cross(skinA.xyz, cross(skinA.xyz, spos.xyz) + skinA.w * spos.xyz); // Rotate') vert.write_attrib('spos.xyz += 2.0 * (skinA.w * skinB.xyz - skinB.w * skinA.xyz + cross(skinA.xyz, skinB.xyz)); // Translate') vert.write_attrib('spos.xyz /= posUnpack;') def skin_nor(vert, is_morph, prep): rpdat = arm.utils.get_rp() if(is_morph): vert.write_attrib(prep + 'wnormal = normalize(N * (morphNor + 2.0 * cross(skinA.xyz, cross(skinA.xyz, morphNor) + skinA.w * morphNor)));') else: vert.write_attrib(prep + 'wnormal = normalize(N * (vec3(nor.xy, pos.w) + 2.0 * cross(skinA.xyz, cross(skinA.xyz, vec3(nor.xy, pos.w)) + skinA.w * vec3(nor.xy, pos.w))));')