Files
SingularityViewer/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
Shyotl 67c8ac2b04 Skinned shaders were exceeding maximum amount of vertex uniforms on amd hardware.
-Changed the transform matrix uniform to a 3x4 matrix and packed translation into it to free up uniforms. (3x3 is converted to 3x4 internally, so we were needlessly eating 3*52 extra uniform slots. translationPalette might also have been treated as a vec4 internally too, wasting 52 more slots.)
-matrix3x4 requires opengl2.1 and newer, so added a new featuretable mask.
-Also added a featuretable mask to disable hardware skinning and deferred shading on hardware with less than 1024 vertex uniforms.
NOTE: On old old old amd hardware, evidently a 3x4 matrix might be upgraded to 4x4. I'm unsure, but I doubt such hardware has 1024+ uniform components available to begin with. 4x3 supposedly doesn't do this, but opengl is column-major, so this makes little sense.
2014-05-17 03:31:45 -05:00

67 lines
2.0 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 mat3x4 matrixPalette[52];
uniform float maxWeight;
mat4 getObjectSkinnedTransform()
{
int i;
vec4 w = fract(weight4);
vec4 index = floor(weight4);
index = min(index, vec4(maxWeight));
index = max(index, vec4( 0.0));
float sum = (w.x+w.y+w.z+w.w);
int i1 = int(index.x);
int i2 = int(index.y);
int i3 = int(index.z);
int i4 = int(index.w);
mat3 mat = mat3(matrixPalette[i1])*w.x;
mat += mat3(matrixPalette[i2])*w.y;
mat += mat3(matrixPalette[i3])*w.z;
mat += mat3(matrixPalette[i4])*w.w;
vec3 trans = vec3(matrixPalette[i1][0].w,matrixPalette[i1][1].w,matrixPalette[i1][2].w)*w.x;
trans += vec3(matrixPalette[i2][0].w,matrixPalette[i2][1].w,matrixPalette[i2][2].w)*w.y;
trans += vec3(matrixPalette[i3][0].w,matrixPalette[i3][1].w,matrixPalette[i3][2].w)*w.z;
trans += vec3(matrixPalette[i4][0].w,matrixPalette[i4][1].w,matrixPalette[i4][2].w)*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, sum);
return ret;
}