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authorJuan Linietsky <juan@godotengine.org>2019-03-03 12:23:03 -0300
committerJuan Linietsky <juan@godotengine.org>2019-03-03 12:24:00 -0300
commit2f32a75d2e2afc22e7e170c2506455010d063ce8 (patch)
treeb8831d5da49f47ee1d3e4542744e903fa89d36e8 /drivers/gles3/shaders
parent9db96d9f810ebf60e807eb46a1bd02974be1f375 (diff)
Skeletons can now choose between using local or world coords for processing, fixes #26468
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/scene.glsl11
1 files changed, 10 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 3b06b08dec..630e1c2089 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -302,6 +302,8 @@ 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;
@@ -430,7 +432,14 @@ void main() {
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.w;
- world_matrix = transpose(m) * world_matrix;
+ 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);
+ }
}
#endif