diff options
| author | Dave Parks <davep@lindenlab.com> | 2013-10-10 13:56:06 -0500 | 
|---|---|---|
| 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;  } | 
