diff --git a/shaders/reign.v.glsl b/shaders/reign.v.glsl index d10dc03..08e4f16 100644 --- a/shaders/reign.v.glsl +++ b/shaders/reign.v.glsl @@ -55,8 +55,8 @@ uniform mat3 normal_transform; const int MAX_BONES = 308; // see 3d_internal.h const int NR_WEIGHTS = 4; uniform bool has_bones; -layout(std140, row_major) uniform BoneTransforms { - mat4x3 bone_matrices[MAX_BONES]; +layout(std140) uniform BoneTransforms { + mat3x4 bone_matrices[MAX_BONES]; // transposed }; uniform bool use_normal_map; @@ -86,17 +86,17 @@ void main() { mat4 local_bone_transform = local_transform; mat3 normal_bone_transform = normal_transform; if (has_bones) { - mat4x3 bone_transform = mat4x3(0.0); + mat3x4 bone_transform = mat3x4(0.0); for (int i = 0; i < NR_WEIGHTS; i++) { if (vertex_bone_index[i] >= 0) { bone_transform += bone_matrices[vertex_bone_index[i]] * vertex_bone_weight[i]; } } local_bone_transform *= mat4( - vec4(bone_transform[0], 0.0), - vec4(bone_transform[1], 0.0), - vec4(bone_transform[2], 0.0), - vec4(bone_transform[3], 1.0)); + vec4(bone_transform[0].x, bone_transform[1].x, bone_transform[2].x, 0.0), + vec4(bone_transform[0].y, bone_transform[1].y, bone_transform[2].y, 0.0), + vec4(bone_transform[0].z, bone_transform[1].z, bone_transform[2].z, 0.0), + vec4(bone_transform[0].w, bone_transform[1].w, bone_transform[2].w, 1.0)); normal_bone_transform *= mat3(bone_transform); } diff --git a/shaders/reign_outline.v.glsl b/shaders/reign_outline.v.glsl index 493d35c..46dcd08 100644 --- a/shaders/reign_outline.v.glsl +++ b/shaders/reign_outline.v.glsl @@ -22,8 +22,8 @@ uniform mat3 normal_transform; const int MAX_BONES = 308; // see 3d_internal.h const int NR_WEIGHTS = 4; uniform bool has_bones; -layout(std140, row_major) uniform BoneTransforms { - mat4x3 bone_matrices[MAX_BONES]; +layout(std140) uniform BoneTransforms { + mat3x4 bone_matrices[MAX_BONES]; // transposed }; uniform float outline_thickness; @@ -36,17 +36,17 @@ void main() { mat4 local_bone_transform = local_transform; mat3 normal_bone_transform = normal_transform; if (has_bones) { - mat4x3 bone_transform = mat4x3(0.0); + mat3x4 bone_transform = mat3x4(0.0); for (int i = 0; i < NR_WEIGHTS; i++) { if (vertex_bone_index[i] >= 0) { bone_transform += bone_matrices[vertex_bone_index[i]] * vertex_bone_weight[i]; } } local_bone_transform *= mat4( - vec4(bone_transform[0], 0.0), - vec4(bone_transform[1], 0.0), - vec4(bone_transform[2], 0.0), - vec4(bone_transform[3], 1.0)); + vec4(bone_transform[0].x, bone_transform[1].x, bone_transform[2].x, 0.0), + vec4(bone_transform[0].y, bone_transform[1].y, bone_transform[2].y, 0.0), + vec4(bone_transform[0].z, bone_transform[1].z, bone_transform[2].z, 0.0), + vec4(bone_transform[0].w, bone_transform[1].w, bone_transform[2].w, 1.0)); normal_bone_transform *= mat3(bone_transform); } diff --git a/shaders/reign_shadow.v.glsl b/shaders/reign_shadow.v.glsl index 3551c4c..a6b8072 100644 --- a/shaders/reign_shadow.v.glsl +++ b/shaders/reign_shadow.v.glsl @@ -20,8 +20,8 @@ uniform mat4 view_transform; const int MAX_BONES = 308; // see 3d_internal.h const int NR_WEIGHTS = 4; uniform bool has_bones; -layout(std140, row_major) uniform BoneTransforms { - mat4x3 bone_matrices[MAX_BONES]; +layout(std140) uniform BoneTransforms { + mat3x4 bone_matrices[MAX_BONES]; // transposed }; in vec3 vertex_pos; @@ -31,17 +31,17 @@ in vec4 vertex_bone_weight; void main() { mat4 local_bone_transform = local_transform; if (has_bones) { - mat4x3 bone_transform = mat4x3(0.0); + mat3x4 bone_transform = mat3x4(0.0); for (int i = 0; i < NR_WEIGHTS; i++) { if (vertex_bone_index[i] >= 0) { bone_transform += bone_matrices[vertex_bone_index[i]] * vertex_bone_weight[i]; } } local_bone_transform *= mat4( - vec4(bone_transform[0], 0.0), - vec4(bone_transform[1], 0.0), - vec4(bone_transform[2], 0.0), - vec4(bone_transform[3], 1.0)); + vec4(bone_transform[0].x, bone_transform[1].x, bone_transform[2].x, 0.0), + vec4(bone_transform[0].y, bone_transform[1].y, bone_transform[2].y, 0.0), + vec4(bone_transform[0].z, bone_transform[1].z, bone_transform[2].z, 0.0), + vec4(bone_transform[0].w, bone_transform[1].w, bone_transform[2].w, 1.0)); } gl_Position = view_transform * local_bone_transform * vec4(vertex_pos, 1.0);