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/**
* @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;
}
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