armory/tools/ci/build/compiled/Shaders/std/skinning_mat.glsl
Lubos Lenco ced0713a20 CI data
2017-01-03 16:26:19 +01:00

37 lines
1.2 KiB
GLSL
Executable file

uniform float skinBones[skinMaxBones * 12];
mat4 getBoneMat(const int boneIndex) {
vec4 v0 = vec4(skinBones[boneIndex * 12 + 0],
skinBones[boneIndex * 12 + 1],
skinBones[boneIndex * 12 + 2],
skinBones[boneIndex * 12 + 3]);
vec4 v1 = vec4(skinBones[boneIndex * 12 + 4],
skinBones[boneIndex * 12 + 5],
skinBones[boneIndex * 12 + 6],
skinBones[boneIndex * 12 + 7]);
vec4 v2 = vec4(skinBones[boneIndex * 12 + 8],
skinBones[boneIndex * 12 + 9],
skinBones[boneIndex * 12 + 10],
skinBones[boneIndex * 12 + 11]);
return mat4(v0.x, v0.y, v0.z, v0.w,
v1.x, v1.y, v1.z, v1.w,
v2.x, v2.y, v2.z, v2.w,
0.0, 0.0, 0.0, 1.0);
}
mat4 getSkinningMat(ivec4 bone, 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);
}
// mat4 skinningMat = getSkinningMat();
// mat3 skinningMatVec = getSkinningMatVec(skinningMat);
// sPos = sPos * skinningMat;
// vec3 _normal = normalize(mat3(N) * (nor * skinningMatVec));