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/gles3/shaders | |
parent | 9db96d9f810ebf60e807eb46a1bd02974be1f375 (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.glsl | 11 |
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 |