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-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl34
-rw-r--r--indra/newview/lldrawpoolavatar.cpp32
2 files changed, 26 insertions, 40 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index 8f754fe82b..90bf2851c9 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -24,11 +24,7 @@
ATTRIBUTE vec4 weight4;
-/* BENTO JOINT COUNT LIMITS
- * Note that the value in these two lines also needs to be updated to value-1 several places below.
- */
-uniform mat3 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT];
-uniform vec3 translationPalette[MAX_JOINTS_PER_MESH_OBJECT];
+uniform mat3x4 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT];
mat4 getObjectSkinnedTransform()
{
@@ -37,8 +33,8 @@ mat4 getObjectSkinnedTransform()
vec4 w = fract(weight4);
vec4 index = floor(weight4);
- index = min(index, vec4(MAX_JOINTS_PER_MESH_OBJECT-1));
- index = max(index, vec4( 0.0));
+ index = min(index, vec4(MAX_JOINTS_PER_MESH_OBJECT-1));
+ index = max(index, vec4( 0.0));
w *= 1.0/(w.x+w.y+w.z+w.w);
@@ -46,16 +42,16 @@ mat4 getObjectSkinnedTransform()
int i2 = int(index.y);
int i3 = int(index.z);
int i4 = int(index.w);
-
- 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;
+ mat3 mat = mat3(matrixPalette[i1])*w.x;
+ mat += mat3(matrixPalette[i2])*w.y;
+ mat += mat3(matrixPalette[i3])*w.z;
+ mat += mat3(matrixPalette[i4])*w.w;
+
+ vec3 trans = vec3(matrixPalette[i1][0].w,matrixPalette[i1][1].w,matrixPalette[i1][2].w)*w.x;
+ trans += vec3(matrixPalette[i2][0].w,matrixPalette[i2][1].w,matrixPalette[i2][2].w)*w.y;
+ trans += vec3(matrixPalette[i3][0].w,matrixPalette[i3][1].w,matrixPalette[i3][2].w)*w.z;
+ trans += vec3(matrixPalette[i4][0].w,matrixPalette[i4][1].w,matrixPalette[i4][2].w)*w.w;
mat4 ret;
@@ -68,10 +64,8 @@ mat4 getObjectSkinnedTransform()
#ifdef IS_AMD_CARD
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
- mat3 dummy1 = matrixPalette[0];
- vec3 dummy2 = translationPalette[0];
- mat3 dummy3 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1];
- vec3 dummy4 = translationPalette[MAX_JOINTS_PER_MESH_OBJECT-1];
+ mat3x4 dummy1 = matrixPalette[0];
+ mat3x4 dummy2 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1];
#endif
}
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 517c69305a..10311044d2 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -1708,43 +1708,35 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
stop_glerror();
- F32 mp[LL_MAX_JOINTS_PER_MESH_OBJECT*9];
-
- F32 transp[LL_MAX_JOINTS_PER_MESH_OBJECT*3];
+ F32 mp[LL_MAX_JOINTS_PER_MESH_OBJECT*12];
for (U32 i = 0; i < count; ++i)
{
F32* m = (F32*) mat[i].mMatrix[0].getF32ptr();
- U32 idx = i*9;
+ U32 idx = i*12;
mp[idx+0] = m[0];
mp[idx+1] = m[1];
mp[idx+2] = m[2];
+ mp[idx+3] = m[12];
- mp[idx+3] = m[4];
- mp[idx+4] = m[5];
- mp[idx+5] = m[6];
-
- mp[idx+6] = m[8];
- mp[idx+7] = m[9];
- mp[idx+8] = m[10];
-
- idx = i*3;
+ mp[idx+4] = m[4];
+ mp[idx+5] = m[5];
+ mp[idx+6] = m[6];
+ mp[idx+7] = m[13];
- transp[idx+0] = m[12];
- transp[idx+1] = m[13];
- transp[idx+2] = m[14];
+ mp[idx+8] = m[8];
+ mp[idx+9] = m[9];
+ mp[idx+10] = m[10];
+ mp[idx+11] = m[14];
}
- LLDrawPoolAvatar::sVertexProgram->uniformMatrix3fv(LLViewerShaderMgr::AVATAR_MATRIX,
+ LLDrawPoolAvatar::sVertexProgram->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
count,
FALSE,
(GLfloat*) mp);
- LLDrawPoolAvatar::sVertexProgram->uniform3fv(LLShaderMgr::AVATAR_TRANSLATION, count, transp);
-
-
stop_glerror();
}
else