diff options
author | Juan Linietsky <reduzio@gmail.com> | 2019-09-18 19:46:32 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2019-09-18 19:46:32 -0300 |
commit | d81ddaf33ecddab1c83bc964b0bee4328b7f7b06 (patch) | |
tree | d3e07a31f67b0a5aa48e084e6f11899f7480348c /drivers/gles3/shaders | |
parent | 2861fd9552c242ef7a98f63312f253e6534c5b34 (diff) |
Added skin support and simplified APIs to override bone position.
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 |