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-rw-r--r--drivers/gles3/shaders/canvas.glsl56
1 files changed, 55 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 3bbeb1149d..910867c9b1 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -4,6 +4,11 @@
layout(location=0) in highp vec2 vertex;
layout(location=3) in vec4 color_attrib;
+#ifdef USE_SKELETON
+layout(location=6) in uvec4 bone_indices; // attrib:6
+layout(location=7) in vec4 bone_weights; // attrib:7
+#endif
+
#ifdef USE_TEXTURE_RECT
uniform vec4 dst_rect;
@@ -51,6 +56,11 @@ out highp vec2 pixel_size_interp;
#endif
+#ifdef USE_SKELETON
+uniform mediump sampler2D skeleton_texture; // texunit:-1
+uniform mat4 skeleton_to_object_local_matrix;
+#endif
+
#ifdef USE_LIGHTING
layout(std140) uniform LightData { //ubo:1
@@ -75,7 +85,6 @@ out vec4 light_uv_interp;
out vec4 local_rot;
-
#ifdef USE_SHADOWS
out highp vec2 pos;
#endif
@@ -101,6 +110,7 @@ MATERIAL_UNIFORMS
#endif
+
VERTEX_SHADER_GLOBALS
void main() {
@@ -146,6 +156,49 @@ void main() {
#endif
+#ifdef USE_SKELETON
+
+ if (bone_weights!=vec4(0.0)){ //must be a valid bone
+ //skeleton transform
+
+ ivec4 bone_indicesi = ivec4(bone_indices);
+
+ ivec2 tex_ofs = ivec2( bone_indicesi.x%256, (bone_indicesi.x/256)*2 );
+
+ highp mat2x4 m = mat2x4(
+ texelFetch(skeleton_texture,tex_ofs,0),
+ texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
+ ) * bone_weights.x;
+
+ tex_ofs = ivec2( bone_indicesi.y%256, (bone_indicesi.y/256)*2 );
+
+ m+= mat2x4(
+ texelFetch(skeleton_texture,tex_ofs,0),
+ texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
+ ) * bone_weights.y;
+
+ tex_ofs = ivec2( bone_indicesi.z%256, (bone_indicesi.z/256)*2 );
+
+ m+= mat2x4(
+ texelFetch(skeleton_texture,tex_ofs,0),
+ texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
+ ) * bone_weights.z;
+
+
+ tex_ofs = ivec2( bone_indicesi.w%256, (bone_indicesi.w/256)*2 );
+
+ m+= mat2x4(
+ texelFetch(skeleton_texture,tex_ofs,0),
+ texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
+ ) * bone_weights.w;
+
+ mat4 bone_matrix = /*skeleton_to_object_local_matrix */ transpose(mat4(m[0],m[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0)));
+
+ outvec = bone_matrix * outvec;
+ }
+
+#endif
+
#define extra_matrix extra_matrix2
{
@@ -207,6 +260,7 @@ uniform mediump sampler2D color_texture; // texunit:0
uniform highp vec2 color_texpixel_size;
uniform mediump sampler2D normal_texture; // texunit:1
+
in highp vec2 uv_interp;
in mediump vec4 color_interp;