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#version 120 |
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#define MAX_BONE_NUM 64 |
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// Input vertex attributes |
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attribute vec3 vertexPosition; |
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attribute vec2 vertexTexCoord; |
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attribute vec4 vertexColor; |
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attribute vec4 vertexBoneIds; |
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attribute vec4 vertexBoneWeights; |
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// Input uniform values |
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uniform mat4 mvp; |
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uniform mat4 boneMatrices[MAX_BONE_NUM]; |
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// Output vertex attributes (to fragment shader) |
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varying vec2 fragTexCoord; |
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varying vec4 fragColor; |
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void main() |
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{ |
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int boneIndex0 = int(vertexBoneIds.x); |
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int boneIndex1 = int(vertexBoneIds.y); |
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int boneIndex2 = int(vertexBoneIds.z); |
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int boneIndex3 = int(vertexBoneIds.w); |
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// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function |
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mat4 boneMatrixTransposed0 = mat4( |
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vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x), |
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vec4(boneMatrices[boneIndex0][0].y, boneMatrices[boneIndex0][1].y, boneMatrices[boneIndex0][2].y, boneMatrices[boneIndex0][3].y), |
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vec4(boneMatrices[boneIndex0][0].z, boneMatrices[boneIndex0][1].z, boneMatrices[boneIndex0][2].z, boneMatrices[boneIndex0][3].z), |
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vec4(boneMatrices[boneIndex0][0].w, boneMatrices[boneIndex0][1].w, boneMatrices[boneIndex0][2].w, boneMatrices[boneIndex0][3].w)); |
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mat4 boneMatrixTransposed1 = mat4( |
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vec4(boneMatrices[boneIndex1][0].x, boneMatrices[boneIndex1][1].x, boneMatrices[boneIndex1][2].x, boneMatrices[boneIndex1][3].x), |
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vec4(boneMatrices[boneIndex1][0].y, boneMatrices[boneIndex1][1].y, boneMatrices[boneIndex1][2].y, boneMatrices[boneIndex1][3].y), |
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vec4(boneMatrices[boneIndex1][0].z, boneMatrices[boneIndex1][1].z, boneMatrices[boneIndex1][2].z, boneMatrices[boneIndex1][3].z), |
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vec4(boneMatrices[boneIndex1][0].w, boneMatrices[boneIndex1][1].w, boneMatrices[boneIndex1][2].w, boneMatrices[boneIndex1][3].w)); |
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mat4 boneMatrixTransposed2 = mat4( |
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vec4(boneMatrices[boneIndex2][0].x, boneMatrices[boneIndex2][1].x, boneMatrices[boneIndex2][2].x, boneMatrices[boneIndex2][3].x), |
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vec4(boneMatrices[boneIndex2][0].y, boneMatrices[boneIndex2][1].y, boneMatrices[boneIndex2][2].y, boneMatrices[boneIndex2][3].y), |
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vec4(boneMatrices[boneIndex2][0].z, boneMatrices[boneIndex2][1].z, boneMatrices[boneIndex2][2].z, boneMatrices[boneIndex2][3].z), |
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vec4(boneMatrices[boneIndex2][0].w, boneMatrices[boneIndex2][1].w, boneMatrices[boneIndex2][2].w, boneMatrices[boneIndex2][3].w)); |
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mat4 boneMatrixTransposed3 = mat4( |
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vec4(boneMatrices[boneIndex3][0].x, boneMatrices[boneIndex3][1].x, boneMatrices[boneIndex3][2].x, boneMatrices[boneIndex3][3].x), |
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vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y), |
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vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z), |
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vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w)); |
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vec4 skinnedPosition = |
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vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) + |
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vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) + |
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vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) + |
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vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0)); |
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fragTexCoord = vertexTexCoord; |
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fragColor = vertexColor; |
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gl_Position = mvp*skinnedPosition; |
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} |