diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-11-19 10:25:31 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-11-19 10:25:31 +0100 |
commit | 895428c8058ce97abb02a6a3500e463f72a4f9c9 (patch) | |
tree | 25aca194d09904daeafb045a1b33cc11e09b597b /drivers/gles3/shaders/canvas.glsl | |
parent | 52c51563fd7af9507a1d0dcc3e06eac4a70cd73b (diff) | |
parent | 0e5a98cdd833dbaeefaf3c640b0f1e3ef535e523 (diff) |
Merge pull request #68863 from clayjohn/RD-2D-skeleton
Fix drawing of 2D skeletons in the RD renderer.
Diffstat (limited to 'drivers/gles3/shaders/canvas.glsl')
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 42 |
1 files changed, 0 insertions, 42 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index ca806304c5..cdae05a516 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -153,48 +153,6 @@ void main() { uv += 1e-5; } -#ifdef USE_ATTRIBUTES -#if 0 - if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone - //skeleton transform - ivec4 bone_indicesi = ivec4(bone_indices); - - uvec2 tex_ofs = bone_indicesi.x * 2; - - mat2x4 m; - m = mat2x4( - texelFetch(skeleton_buffer, tex_ofs + 0), - texelFetch(skeleton_buffer, tex_ofs + 1)) * - bone_weights.x; - - tex_ofs = bone_indicesi.y * 2; - - m += mat2x4( - texelFetch(skeleton_buffer, tex_ofs + 0), - texelFetch(skeleton_buffer, tex_ofs + 1)) * - bone_weights.y; - - tex_ofs = bone_indicesi.z * 2; - - m += mat2x4( - texelFetch(skeleton_buffer, tex_ofs + 0), - texelFetch(skeleton_buffer, tex_ofs + 1)) * - bone_weights.z; - - tex_ofs = bone_indicesi.w * 2; - - m += mat2x4( - texelFetch(skeleton_buffer, tex_ofs + 0), - texelFetch(skeleton_buffer, tex_ofs + 1)) * - bone_weights.w; - - mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse; - - //outvec = bone_matrix * outvec; - } -#endif -#endif - vertex = (canvas_transform * vec4(vertex, 0.0, 1.0)).xy; vertex_interp = vertex; |