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-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl30
1 files changed, 25 insertions, 5 deletions
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index 75bea9300b..59c161548c 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -51,6 +51,15 @@ layout(push_constant, std430) uniform Params {
bool normalized_blend_shapes;
uint pad0;
uint pad1;
+
+ vec2 skeleton_transform_x;
+ vec2 skeleton_transform_y;
+
+ vec2 skeleton_transform_offset;
+ vec2 inverse_transform_x;
+
+ vec2 inverse_transform_y;
+ vec2 inverse_transform_offset;
}
params;
@@ -63,7 +72,7 @@ vec3 oct_to_vec3(vec2 oct) {
vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
- return v;
+ return normalize(v);
}
vec3 decode_uint_oct_to_norm(uint base) {
@@ -143,8 +152,8 @@ void main() {
uint skin_offset = params.skin_stride * index;
uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
- uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
- uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
+ uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 2; //pre-add xform offset
+ uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 2;
skin_offset += params.skin_weight_offset;
@@ -158,9 +167,20 @@ void main() {
m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x;
m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
- //reverse order because its transposed
- vertex = (vec4(vertex, 0.0, 1.0) * m).xy;
+ mat4 skeleton_matrix = mat4(vec4(params.skeleton_transform_x, 0.0, 0.0), vec4(params.skeleton_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(params.skeleton_transform_offset, 0.0, 1.0));
+ mat4 inverse_matrix = mat4(vec4(params.inverse_transform_x, 0.0, 0.0), vec4(params.inverse_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(params.inverse_transform_offset, 0.0, 1.0));
+
+ m = skeleton_matrix * transpose(m) * inverse_matrix;
+
+ vertex = (m * vec4(vertex, 0.0, 1.0)).xy;
}
+
+ uint dst_offset = index * params.vertex_stride;
+
+ uvec2 uvertex = floatBitsToUint(vertex);
+ dst_vertices.data[dst_offset + 0] = uvertex.x;
+ dst_vertices.data[dst_offset + 1] = uvertex.y;
+
#else
vec3 vertex;
vec3 normal;