import bpy def skin_pos(vert): vert.add_include('../../Shaders/compiled.glsl') if bpy.data.worlds['Arm'].arm_skin == 'GPU (Matrix)': vert.add_include('../../Shaders/std/skinning_mat.glsl') vert.add_uniform('vec4 skinBones[skinMaxBones * 3]', link='_skinBones', included=True) vert.write('mat4 skinningMat = getSkinningMat(ivec4(bone), weight);') vert.write('spos *= skinningMat;') else: # Dual Quat vert.add_include('../../Shaders/std/skinning.glsl') vert.add_uniform('vec4 skinBones[skinMaxBones * 2]', link='_skinBones', included=True) vert.write('vec4 skinA;') vert.write('vec4 skinB;') vert.write('getSkinningDualQuat(ivec4(bone), weight, skinA, skinB);') vert.write('spos.xyz += 2.0 * cross(skinA.xyz, cross(skinA.xyz, spos.xyz) + skinA.w * spos.xyz); // Rotate') vert.write('spos.xyz += 2.0 * (skinA.w * skinB.xyz - skinB.w * skinA.xyz + cross(skinA.xyz, skinB.xyz)); // Translate') def skin_nor(vert, prep): if bpy.data.worlds['Arm'].arm_skin == 'GPU (Matrix)': vert.write('mat3 skinningMatVec = getSkinningMatVec(skinningMat);') vert.write(prep + 'wnormal = normalize(N * (nor * skinningMatVec));') else: # Dual Quat vert.write(prep + 'wnormal = normalize(N * (nor + 2.0 * cross(skinA.xyz, cross(skinA.xyz, nor) + skinA.w * nor)));')