diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/skeleton.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/skeleton.glsl | 17 |
1 files changed, 15 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl index f5b233cca0..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; @@ -158,8 +167,12 @@ 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; |