diff options
author | Dave Parks <davep@lindenlab.com> | 2013-10-10 13:56:06 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2013-10-10 13:56:06 -0500 |
commit | ff8b002c3b2bc68bdf4b88c1687a711d2d7c0ca6 (patch) | |
tree | 32397148f0966e461bdab303e41b196f1382f5c4 /indra/newview/app_settings/shaders/class1/avatar | |
parent | ea1e1b0925b386cf83178539b8eae9e25c573548 (diff) |
Quite down log spam from loading shaders.
Up bone cap to 64 for rigged meshes.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/avatar')
-rwxr-xr-x | indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl | 38 |
1 files changed, 30 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index efd0d03965..3bbcf32482 100755 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -26,7 +26,9 @@ ATTRIBUTE vec4 weight4; -uniform mat4 matrixPalette[32]; +uniform mat3 matrixPalette[64]; +uniform vec3 translationPalette[64]; + mat4 getObjectSkinnedTransform() { @@ -34,15 +36,35 @@ mat4 getObjectSkinnedTransform() vec4 w = fract(weight4); vec4 index = floor(weight4); - + + index = min(index, vec4(63.0)); + index = max(index, vec4( 0.0)); + float scale = 1.0/(w.x+w.y+w.z+w.w); w *= scale; - - mat4 mat = matrixPalette[int(index.x)]*w.x; - mat += matrixPalette[int(index.y)]*w.y; - mat += matrixPalette[int(index.z)]*w.z; - mat += matrixPalette[int(index.w)]*w.w; + + int i1 = int(index.x); + int i2 = int(index.y); + int i3 = int(index.z); + int i4 = int(index.w); - return mat; + mat3 mat = matrixPalette[i1]*w.x; + mat += matrixPalette[i2]*w.y; + mat += matrixPalette[i3]*w.z; + mat += matrixPalette[i4]*w.w; + + vec3 trans = translationPalette[i1]*w.x; + trans += translationPalette[i2]*w.y; + trans += translationPalette[i3]*w.z; + trans += translationPalette[i4]*w.w; + + mat4 ret; + + ret[0] = vec4(mat[0], 0); + ret[1] = vec4(mat[1], 0); + ret[2] = vec4(mat[2], 0); + ret[3] = vec4(trans, 1.0); + + return ret; } |