Files
SingularityViewer/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl

76 lines
2.1 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
* $/LicenseInfo$
*/
#define FLT_MAX 3.402823466e+38
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);
if(sum > 0.0)
w*=1.0/sum;
else
w=vec4(FLT_MAX);
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, 1.0);
return ret;
}