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-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp6
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp17
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h7
-rw-r--r--drivers/gles2/shaders/scene.glsl11
4 files changed, 2 insertions, 39 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 96878c86b4..a8fa30c709 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -2570,12 +2570,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
- if (skeleton) {
- state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_IN_WORLD_COORDS, skeleton->use_world_transform);
- state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TRANSFORM, skeleton->world_transform);
- state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TRANSFORM_INVERSE, skeleton->world_transform_inverse);
- }
-
if (use_lightmap_capture) { //this is per instance, must be set always if present
glUniform4fv(state.scene_shader.get_uniform_location(SceneShaderGLES2::LIGHTMAP_CAPTURES), 12, (const GLfloat *)e->instance->lightmap_capture_data.ptr());
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_CAPTURE_SKY, false);
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 0379aee561..9f511cd787 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -3663,23 +3663,6 @@ void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, cons
skeleton->base_transform_2d = p_base_transform;
}
-void RasterizerStorageGLES2::skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) {
-
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
-
- ERR_FAIL_COND(skeleton->use_2d);
-
- skeleton->world_transform = p_world_transform;
- skeleton->use_world_transform = p_enable;
- if (p_enable) {
- skeleton->world_transform_inverse = skeleton->world_transform.affine_inverse();
- }
-
- if (!skeleton->update_list.in_list()) {
- skeleton_update_list.add(&skeleton->update_list);
- }
-}
-
void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size) {
glBindBuffer(GL_ARRAY_BUFFER, resources.skeleton_transform_buffer);
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index e6cdcac59f..ba9274b576 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -870,16 +870,12 @@ public:
Set<RasterizerScene::InstanceBase *> instances;
Transform2D base_transform_2d;
- Transform world_transform;
- Transform world_transform_inverse;
- bool use_world_transform;
Skeleton() :
use_2d(false),
size(0),
tex_id(0),
- update_list(this),
- use_world_transform(false) {
+ update_list(this) {
}
};
@@ -897,7 +893,6 @@ public:
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
- virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform);
void _update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size);
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 8a9387f0b3..57c2d886b3 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -61,10 +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
@@ -410,12 +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