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

21 lines
559 B
GLSL
Executable file

uniform vec4 skinBones[skinMaxBones * 3];
mat4 getBoneMat(const int boneIndex) {
int bonei = boneIndex * 3;
return mat4(skinBones[bonei],
skinBones[bonei + 1],
skinBones[bonei + 2],
0.0, 0.0, 0.0, 1.0);
}
mat4 getSkinningMat(const ivec4 bone, const vec4 weight) {
return weight.x * getBoneMat(bone.x) +
weight.y * getBoneMat(bone.y) +
weight.z * getBoneMat(bone.z) +
weight.w * getBoneMat(bone.w);
}
mat3 getSkinningMatVec(const mat4 skinningMat) {
return mat3(skinningMat[0].xyz, skinningMat[1].xyz, skinningMat[2].xyz);
}