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path: root/drivers/gles3/shaders/scene.glsl
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Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r--drivers/gles3/shaders/scene.glsl61
1 files changed, 36 insertions, 25 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 1a8ad5e1ef..630e1c2089 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -44,7 +44,7 @@ layout(location = 5) in vec2 uv2_attrib;
#ifdef USE_SKELETON
layout(location = 6) in uvec4 bone_indices; // attrib:6
-layout(location = 7) in vec4 bone_weights; // attrib:7
+layout(location = 7) in highp vec4 bone_weights; // attrib:7
#endif
#ifdef USE_INSTANCING
@@ -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;
@@ -314,7 +316,7 @@ void main() {
highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
- mat4 world_matrix = world_transform;
+ highp mat4 world_matrix = world_transform;
#ifdef USE_INSTANCING
@@ -395,44 +397,53 @@ void main() {
ivec4 bone_indicesi = ivec4(bone_indices); // cast to signed int
ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 3);
- highp mat3x4 m;
- m = mat3x4(
+ highp mat4 m;
+ m = mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.x;
tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3);
- m += mat3x4(
+ m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.y;
tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3);
- m += mat3x4(
+ m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.z;
tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3);
- m += mat3x4(
+ m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.w;
- mat4 bone_matrix = transpose(mat4(m[0], m[1], m[2], vec4(0.0, 0.0, 0.0, 1.0)));
+ if (skeleton_in_world_coords) {
+ highp mat4 bone_matrix = skeleton_transform * (transpose(m) * inverse(skeleton_transform));
+ world_matrix = bone_matrix * world_matrix;
- world_matrix = bone_matrix * world_matrix;
+ } else {
+
+ world_matrix = world_matrix * transpose(m);
+ }
}
#endif
- mat4 modelview = camera_inverse_matrix * world_matrix;
+ highp mat4 modelview = camera_inverse_matrix * world_matrix;
{
/* clang-format off */
@@ -1519,8 +1530,8 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
#define MAX_CONE_DIRS 6
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 0.5),
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
@@ -1534,10 +1545,10 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
#define MAX_CONE_DIRS 4
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0.707107, 0, 0.707107),
- vec3(0, 0.707107, 0.707107),
- vec3(-0.707107, 0, 0.707107),
- vec3(0, -0.707107, 0.707107));
+ vec3(0.707107, 0.0, 0.707107),
+ vec3(0.0, 0.707107, 0.707107),
+ vec3(-0.707107, 0.0, 0.707107),
+ vec3(0.0, -0.707107, 0.707107));
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
float cone_angle_tan = 0.98269;
@@ -1573,7 +1584,7 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_sp
vec3 ref_vec = normalize(reflect(normalize(pos), normal));
//find arbitrary tangent and bitangent, then build a matrix
- vec3 v0 = abs(normal.z) < 0.999 ? vec3(0, 0, 1) : vec3(0, 1, 0);
+ vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal));
vec3 bitangent = normalize(cross(tangent, normal));
mat3 normal_mat = mat3(tangent, bitangent, normal);
@@ -1961,14 +1972,14 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTMAP_CAPTURE
{
vec3 cone_dirs[12] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 0.5),
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
vec3(0.267617, -0.823639, 0.5),
- vec3(0, 0, -1),
- vec3(0.866025, 0, -0.5),
+ vec3(0.0, 0.0, -1.0),
+ vec3(0.866025, 0.0, -0.5),
vec3(0.267617, 0.823639, -0.5),
vec3(-0.700629, 0.509037, -0.5),
vec3(-0.700629, -0.509037, -0.5),