/** * @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 mat3x4 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT]; mat4 getObjectSkinnedTransform() { int i; vec4 w = fract(weight4); vec4 index = floor(weight4); 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); int i1 = int(index.x); int i2 = int(index.y); int i3 = int(index.z); int i4 = int(index.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; 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; }