/** * @file avatarSkinV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #version 120 attribute vec4 weight; //1 uniform vec4 matrixPalette[45]; mat4 getSkinnedTransform() { mat4 ret; int i = int(floor(weight.x)); float x = fract(weight.x); ret[0] = mix(matrixPalette[i+0], matrixPalette[i+1], x); ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x); ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x); ret[3] = vec4(0,0,0,1); return ret; }