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Reviewed skinning shaders #4412

pull/4421/head
Ray 5 月之前
父節點
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79e2be68c2
共有 2 個檔案被更改,包括 15 行新增12 行删除
  1. +4
    -4
      examples/models/resources/shaders/glsl100/skinning.vs
  2. +11
    -8
      examples/models/resources/shaders/glsl330/skinning.vs

+ 4
- 4
examples/models/resources/shaders/glsl100/skinning.vs 查看文件

@ -25,10 +25,10 @@ void main()
int boneIndex3 = int(vertexBoneIds.w); int boneIndex3 = int(vertexBoneIds.w);
vec4 skinnedPosition = vec4 skinnedPosition =
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0f)) +
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0f)) +
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0f)) +
vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0f));
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord; fragTexCoord = vertexTexCoord;
fragColor = vertexColor; fragColor = vertexColor;

+ 11
- 8
examples/models/resources/shaders/glsl330/skinning.vs 查看文件

@ -1,16 +1,19 @@
#version 330 #version 330
#define MAX_BONE_NUM 128
// Input vertex attributes
in vec3 vertexPosition; in vec3 vertexPosition;
in vec2 vertexTexCoord; in vec2 vertexTexCoord;
in vec4 vertexColor; in vec4 vertexColor;
in vec4 vertexBoneIds; in vec4 vertexBoneIds;
in vec4 vertexBoneWeights; in vec4 vertexBoneWeights;
#define MAX_BONE_NUM 128
uniform mat4 boneMatrices[MAX_BONE_NUM];
// Input uniform values
uniform mat4 mvp; uniform mat4 mvp;
uniform mat4 boneMatrices[MAX_BONE_NUM];
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord; out vec2 fragTexCoord;
out vec4 fragColor; out vec4 fragColor;
@ -22,13 +25,13 @@ void main()
int boneIndex3 = int(vertexBoneIds.w); int boneIndex3 = int(vertexBoneIds.w);
vec4 skinnedPosition = vec4 skinnedPosition =
vertexBoneWeights.x * (boneMatrices[boneIndex0] * vec4(vertexPosition, 1.0f)) +
vertexBoneWeights.y * (boneMatrices[boneIndex1] * vec4(vertexPosition, 1.0f)) +
vertexBoneWeights.z * (boneMatrices[boneIndex2] * vec4(vertexPosition, 1.0f)) +
vertexBoneWeights.w * (boneMatrices[boneIndex3] * vec4(vertexPosition, 1.0f));
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord; fragTexCoord = vertexTexCoord;
fragColor = vertexColor; fragColor = vertexColor;
gl_Position = mvp * skinnedPosition;
gl_Position = mvp*skinnedPosition;
} }

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