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Common.ShaderLib.Skinning.glsllib Maven / Gradle / Ivy

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#ifdef NUM_BONES

#if NUM_BONES < 1 || NUM_BONES > 255
#error NUM_BONES must be between 1 and 255.
#endif

#define NUM_WEIGHTS_PER_VERT 4
 
attribute vec4 inHWBoneWeight;
attribute vec4 inHWBoneIndex;
uniform mat4 m_BoneMatrices[NUM_BONES];

void Skinning_Compute(inout vec4 position){
    if (inHWBoneWeight.x != 0.0) {
#if NUM_WEIGHTS_PER_VERT == 1
        position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;
#else
        mat4 mat = mat4(0.0);
        mat += m_BoneMatrices[int(inHWBoneIndex.x)] * inHWBoneWeight.x;
        mat += m_BoneMatrices[int(inHWBoneIndex.y)] * inHWBoneWeight.y;
        mat += m_BoneMatrices[int(inHWBoneIndex.z)] * inHWBoneWeight.z;
        mat += m_BoneMatrices[int(inHWBoneIndex.w)] * inHWBoneWeight.w;
        position = mat * position;
#endif
    }
}
 
void Skinning_Compute(inout vec4 position, inout vec3 normal){
    if (inHWBoneWeight.x != 0.0) {
#if NUM_WEIGHTS_PER_VERT == 1
        position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;
        normal = (mat3(m_BoneMatrices[int(inHWBoneIndex.x)][0].xyz,
                       m_BoneMatrices[int(inHWBoneIndex.x)][1].xyz,
                       m_BoneMatrices[int(inHWBoneIndex.x)][2].xyz) * normal);
#else
        mat4 mat = mat4(0.0);
        mat += m_BoneMatrices[int(inHWBoneIndex.x)] * inHWBoneWeight.x;
        mat += m_BoneMatrices[int(inHWBoneIndex.y)] * inHWBoneWeight.y;
        mat += m_BoneMatrices[int(inHWBoneIndex.z)] * inHWBoneWeight.z;
        mat += m_BoneMatrices[int(inHWBoneIndex.w)] * inHWBoneWeight.w;
        position = mat * position;

        mat3 rotMat = mat3(mat[0].xyz, mat[1].xyz, mat[2].xyz);
        normal = rotMat * normal;
#endif
    }
}
 
void Skinning_Compute(inout vec4 position, inout vec3 normal, inout vec3 tangent){
    if (inHWBoneWeight.x != 0.0) {
#if NUM_WEIGHTS_PER_VERT == 1
        position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;
        tangent = m_BoneMatrices[int(inHWBoneIndex.x)] * tangent;
        normal = (mat3(m_BoneMatrices[int(inHWBoneIndex.x)][0].xyz,
                       m_BoneMatrices[int(inHWBoneIndex.x)][1].xyz,
                       m_BoneMatrices[int(inHWBoneIndex.x)][2].xyz) * normal);
#else
        mat4 mat = mat4(0.0);
        mat += m_BoneMatrices[int(inHWBoneIndex.x)] * inHWBoneWeight.x;
        mat += m_BoneMatrices[int(inHWBoneIndex.y)] * inHWBoneWeight.y;
        mat += m_BoneMatrices[int(inHWBoneIndex.z)] * inHWBoneWeight.z;
        mat += m_BoneMatrices[int(inHWBoneIndex.w)] * inHWBoneWeight.w;
        position = mat * position;

        mat3 rotMat = mat3(mat[0].xyz, mat[1].xyz, mat[2].xyz);
        tangent = rotMat * tangent;
        normal = rotMat * normal;
#endif
    }
}

#endif




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