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Diffstat (limited to 'drivers/gles2/shaders/scene.glsl')
-rw-r--r--drivers/gles2/shaders/scene.glsl19
1 files changed, 6 insertions, 13 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index b7f8ec3ce9..57c2d886b3 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -10,7 +10,9 @@ precision highp float;
precision highp int;
#endif
+/* clang-format on */
#include "stdlib.glsl"
+/* clang-format off */
#define SHADER_IS_SRGB true
@@ -59,10 +61,6 @@ uniform ivec2 skeleton_texture_size;
#endif
-uniform highp mat4 skeleton_transform;
-uniform highp mat4 skeleton_transform_inverse;
-uniform bool skeleton_in_world_coords;
-
#endif
#ifdef USE_INSTANCING
@@ -408,12 +406,7 @@ void main() {
#endif
- if (skeleton_in_world_coords) {
- bone_transform = skeleton_transform * (bone_transform * skeleton_transform_inverse);
- world_matrix = bone_transform * world_matrix;
- } else {
- world_matrix = world_matrix * bone_transform;
- }
+ world_matrix = world_matrix * bone_transform;
#endif
@@ -1365,7 +1358,7 @@ LIGHT_SHADER_CODE
#ifdef USE_RGBA_SHADOWS
-#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
+#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
#else
@@ -2207,8 +2200,8 @@ FRAGMENT_SHADER_CODE
#ifdef USE_RGBA_SHADOWS
highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
- highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
gl_FragColor = comp;
#endif