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-rw-r--r--drivers/gles3/shaders/skeleton.glsl17
1 files changed, 15 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/skeleton.glsl b/drivers/gles3/shaders/skeleton.glsl
index a1e3c098f4..aad856a5a2 100644
--- a/drivers/gles3/shaders/skeleton.glsl
+++ b/drivers/gles3/shaders/skeleton.glsl
@@ -87,6 +87,16 @@ uniform highp float blend_weight;
uniform lowp float blend_shape_count;
#endif
+#ifdef USE_SKELETON
+uniform mediump vec2 skeleton_transform_x;
+uniform mediump vec2 skeleton_transform_y;
+uniform mediump vec2 skeleton_transform_offset;
+
+uniform mediump vec2 inverse_transform_x;
+uniform mediump vec2 inverse_transform_y;
+uniform mediump vec2 inverse_transform_offset;
+#endif
+
vec2 signNotZero(vec2 v) {
return mix(vec2(-1.0), vec2(1.0), greaterThanEqual(v.xy, vec2(0.0)));
}
@@ -164,10 +174,13 @@ void main() {
m += GET_BONE_MATRIX(bones.z, bones_a.z, in_weight_attrib.z);
m += GET_BONE_MATRIX(bones.w, bones_a.w, in_weight_attrib.w);
+ mat4 skeleton_matrix = mat4(vec4(skeleton_transform_x, 0.0, 0.0), vec4(skeleton_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(skeleton_transform_offset, 0.0, 1.0));
+ mat4 inverse_matrix = mat4(vec4(inverse_transform_x, 0.0, 0.0), vec4(inverse_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(inverse_transform_offset, 0.0, 1.0));
mat4 bone_matrix = mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
- //reverse order because its transposed
- out_vertex = (vec4(out_vertex, 0.0, 1.0) * bone_matrix).xy;
+ bone_matrix = skeleton_matrix * transpose(bone_matrix) * inverse_matrix;
+
+ out_vertex = (bone_matrix * vec4(out_vertex, 0.0, 1.0)).xy;
#endif // USE_SKELETON
#else // MODE_2D