|  | #version 120 | 
						
						
							|  | 
 | 
						
						
							|  | #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; | 
						
						
							|  | } |