armory/Shaders/std/skinning.glsl
2017-11-15 13:34:51 +01:00

29 lines
945 B
GLSL
Executable file

// Geometric Skinning with Approximate Dual Quaternion Blending, Kavan
// Based on https://github.com/tcoppex/aer-engine/blob/master/demos/aura/data/shaders/Skinning.glsl
uniform vec4 skinBones[skinMaxBones * 2];
void getSkinningDualQuat(const ivec4 bone, vec4 weight, out vec4 A, inout vec4 B) {
// Retrieve the real and dual part of the dual-quaternions
ivec4 bonei = bone * 2;
mat4 matA = mat4(
skinBones[bonei.x],
skinBones[bonei.y],
skinBones[bonei.z],
skinBones[bonei.w]);
mat4 matB = mat4(
skinBones[bonei.x + 1],
skinBones[bonei.y + 1],
skinBones[bonei.z + 1],
skinBones[bonei.w + 1]);
// Handles antipodality by sticking joints in the same neighbourhood
// weight.xyz *= sign(matA[3] * mat3x4(matA)).xyz;
weight.xyz *= sign(matA[3] * matA).xyz;
// Apply weights
A = matA * weight; // Real part
B = matB * weight; // Dual part
// Normalize
float invNormA = 1.0 / length(A);
A *= invNormA;
B *= invNormA;
}