#version 100 #define MAX_BONE_NUM 64 // Input vertex attributes attribute vec3 vertexPosition; attribute vec2 vertexTexCoord; attribute vec4 vertexColor; attribute vec4 vertexBoneIds; attribute vec4 vertexBoneWeights; // Input uniform values uniform mat4 mvp; uniform mat4 boneMatrices[MAX_BONE_NUM]; // Output vertex attributes (to fragment shader) varying vec2 fragTexCoord; varying vec4 fragColor; void main() { int boneIndex0 = int(vertexBoneIds.x); int boneIndex1 = int(vertexBoneIds.y); int boneIndex2 = int(vertexBoneIds.z); int boneIndex3 = int(vertexBoneIds.w); // WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function mat4 boneMatrixTransposed0 = mat4( vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x), vec4(boneMatrices[boneIndex0][0].y, boneMatrices[boneIndex0][1].y, boneMatrices[boneIndex0][2].y, boneMatrices[boneIndex0][3].y), vec4(boneMatrices[boneIndex0][0].z, boneMatrices[boneIndex0][1].z, boneMatrices[boneIndex0][2].z, boneMatrices[boneIndex0][3].z), vec4(boneMatrices[boneIndex0][0].w, boneMatrices[boneIndex0][1].w, boneMatrices[boneIndex0][2].w, boneMatrices[boneIndex0][3].w)); mat4 boneMatrixTransposed1 = mat4( vec4(boneMatrices[boneIndex1][0].x, boneMatrices[boneIndex1][1].x, boneMatrices[boneIndex1][2].x, boneMatrices[boneIndex1][3].x), vec4(boneMatrices[boneIndex1][0].y, boneMatrices[boneIndex1][1].y, boneMatrices[boneIndex1][2].y, boneMatrices[boneIndex1][3].y), vec4(boneMatrices[boneIndex1][0].z, boneMatrices[boneIndex1][1].z, boneMatrices[boneIndex1][2].z, boneMatrices[boneIndex1][3].z), vec4(boneMatrices[boneIndex1][0].w, boneMatrices[boneIndex1][1].w, boneMatrices[boneIndex1][2].w, boneMatrices[boneIndex1][3].w)); mat4 boneMatrixTransposed2 = mat4( vec4(boneMatrices[boneIndex2][0].x, boneMatrices[boneIndex2][1].x, boneMatrices[boneIndex2][2].x, boneMatrices[boneIndex2][3].x), vec4(boneMatrices[boneIndex2][0].y, boneMatrices[boneIndex2][1].y, boneMatrices[boneIndex2][2].y, boneMatrices[boneIndex2][3].y), vec4(boneMatrices[boneIndex2][0].z, boneMatrices[boneIndex2][1].z, boneMatrices[boneIndex2][2].z, boneMatrices[boneIndex2][3].z), vec4(boneMatrices[boneIndex2][0].w, boneMatrices[boneIndex2][1].w, boneMatrices[boneIndex2][2].w, boneMatrices[boneIndex2][3].w)); mat4 boneMatrixTransposed3 = mat4( vec4(boneMatrices[boneIndex3][0].x, boneMatrices[boneIndex3][1].x, boneMatrices[boneIndex3][2].x, boneMatrices[boneIndex3][3].x), vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y), vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z), vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w)); vec4 skinnedPosition = vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) + vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) + vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) + vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; fragColor = vertexColor; gl_Position = mvp*skinnedPosition; }