UNPKG

@animech-public/playcanvas

Version:
42 lines (39 loc) 1.35 kB
var skinTexVS = ` attribute vec4 vertex_boneWeights; attribute vec4 vertex_boneIndices; uniform highp sampler2D texture_poseMap; uniform vec4 texture_poseMapSize; void getBoneMatrix(const in float index, out vec4 v1, out vec4 v2, out vec4 v3) { float i = float(index); float j = i * 3.0; float dx = texture_poseMapSize.z; float dy = texture_poseMapSize.w; float y = floor(j * dx); float x = j - (y * texture_poseMapSize.x); y = dy * (y + 0.5); v1 = texture2D(texture_poseMap, vec2(dx * (x + 0.5), y)); v2 = texture2D(texture_poseMap, vec2(dx * (x + 1.5), y)); v3 = texture2D(texture_poseMap, vec2(dx * (x + 2.5), y)); } mat4 getSkinMatrix(const in vec4 indices, const in vec4 weights) { vec4 a1, a2, a3; getBoneMatrix(indices.x, a1, a2, a3); vec4 b1, b2, b3; getBoneMatrix(indices.y, b1, b2, b3); vec4 c1, c2, c3; getBoneMatrix(indices.z, c1, c2, c3); vec4 d1, d2, d3; getBoneMatrix(indices.w, d1, d2, d3); vec4 v1 = a1 * weights.x + b1 * weights.y + c1 * weights.z + d1 * weights.w; vec4 v2 = a2 * weights.x + b2 * weights.y + c2 * weights.z + d2 * weights.w; vec4 v3 = a3 * weights.x + b3 * weights.y + c3 * weights.z + d3 * weights.w; float one = dot(weights, vec4(1.0)); return mat4( v1.x, v2.x, v3.x, 0, v1.y, v2.y, v3.y, 0, v1.z, v2.z, v3.z, 0, v1.w, v2.w, v3.w, one ); } `; export { skinTexVS as default };