/** * @file objectSkinV.glsl * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ ATTRIBUTE vec4 weight4; uniform mat4 matrixPalette[64]; mat4 getObjectSkinnedTransform() { float w0 = fract(weight4.x); float w1 = fract(weight4.y); float w2 = fract(weight4.z); float w3 = fract(weight4.w); int i0 = int(floor(weight4.x)); int i1 = int(floor(weight4.y)); int i2 = int(floor(weight4.z)); int i3 = int(floor(weight4.w)); //float scale = 1.0/(w.x+w.y+w.z+w.w); //w *= scale; mat4 mat = matrixPalette[i0]*w0; mat += matrixPalette[i1]*w1; mat += matrixPalette[i2]*w2; mat += matrixPalette[i3]*w3; return mat; }