Files
SingularityViewer/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
Latif Khalifa aaf06fa2cc FITMESH-6, FITMESH-20 Fix for some objects disappearing when hardware skinning enabled and ALM disabled.
NOTE: There appears to be a driver bug on some AMD systems that will cause hardware skinning to break given different combinations of shaders. Users should be advised that if they see improper skinning on their avatars, they should either enable advanced lighting model, or disable atmospheric shaders or hardware skinning.

davep
2014-01-24 12:26:43 +01:00

68 lines
1.8 KiB
GLSL

/**
* @file objectSkinV.glsl
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
ATTRIBUTE vec4 weight4;
uniform mat3 matrixPalette[52];
uniform vec3 translationPalette[52];
mat4 getObjectSkinnedTransform()
{
int i;
vec4 w = fract(weight4);
vec4 index = floor(weight4);
index = min(index, vec4(63.0));
index = max(index, vec4( 0.0));
float scale = 1.0/(w.x+w.y+w.z+w.w);
w *= scale;
int i1 = int(index.x);
int i2 = int(index.y);
int i3 = int(index.z);
int i4 = int(index.w);
mat3 mat = matrixPalette[i1]*w.x;
mat += matrixPalette[i2]*w.y;
mat += matrixPalette[i3]*w.z;
mat += matrixPalette[i4]*w.w;
vec3 trans = translationPalette[i1]*w.x;
trans += translationPalette[i2]*w.y;
trans += translationPalette[i3]*w.z;
trans += translationPalette[i4]*w.w;
mat4 ret;
ret[0] = vec4(mat[0], 0);
ret[1] = vec4(mat[1], 0);
ret[2] = vec4(mat[2], 0);
ret[3] = vec4(trans, 1.0);
return ret;
}