diff options
author | Juan Linietsky <juan@godotengine.org> | 2019-03-03 12:23:03 -0300 |
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committer | Juan Linietsky <juan@godotengine.org> | 2019-03-03 12:24:00 -0300 |
commit | 2f32a75d2e2afc22e7e170c2506455010d063ce8 (patch) | |
tree | b8831d5da49f47ee1d3e4542744e903fa89d36e8 /drivers/gles2/shaders | |
parent | 9db96d9f810ebf60e807eb46a1bd02974be1f375 (diff) |
Skeletons can now choose between using local or world coords for processing, fixes #26468
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 13 |
1 files changed, 12 insertions, 1 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 371ea8498a..e3c6966e21 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -59,6 +59,10 @@ uniform ivec2 skeleton_texture_size; #endif +uniform highp mat4 skeleton_transform; +uniform highp mat4 skeleton_transform_inverse; +uniform bool skeleton_in_world_coords; + #endif #ifdef USE_INSTANCING @@ -404,7 +408,14 @@ void main() { #endif - world_matrix = bone_transform * world_matrix; + if (skeleton_in_world_coords) { + bone_transform = skeleton_transform * (bone_transform * skeleton_transform_inverse); + world_matrix = bone_transform * world_matrix; + } else { + world_matrix = world_matrix * bone_transform; + } + + #endif #ifdef USE_INSTANCING |