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author | Rémi Verschelde <rverschelde@gmail.com> | 2019-09-23 15:02:15 +0200 |
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committer | GitHub <noreply@github.com> | 2019-09-23 15:02:15 +0200 |
commit | 159470df08c0283a2330af94d26ccbe3d009d8fd (patch) | |
tree | cea94427a7a53188858fc9d83dca55fc0511880d /drivers/gles3/shaders | |
parent | 30e16fff57cfdeb79f8e9ee6a7516e7d7cd6d376 (diff) | |
parent | 36b5795f47c9a706e1d8c12a932de1fe2bb9893f (diff) |
Merge pull request #32275 from godotengine/skin_support
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 10 |
1 files changed, 1 insertions, 9 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index f08d3f4d23..20e0c282e3 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -302,8 +302,6 @@ out highp float dp_clip; #ifdef USE_SKELETON uniform highp sampler2D skeleton_texture; // texunit:-1 -uniform highp mat4 skeleton_transform; -uniform bool skeleton_in_world_coords; #endif out highp vec4 position_interp; @@ -432,14 +430,8 @@ void main() { vec4(0.0, 0.0, 0.0, 1.0)) * bone_weights.w; - if (skeleton_in_world_coords) { - highp mat4 bone_matrix = skeleton_transform * (transpose(m) * inverse(skeleton_transform)); - world_matrix = bone_matrix * world_matrix; - - } else { + world_matrix = world_matrix * transpose(m); - world_matrix = world_matrix * transpose(m); - } } #endif |