Files
nunuhara_xsystem4/shaders/reign_shadow.v.glsl
T
kichikuou 9b03741288 3d: Pack bone transform matrices
Before this, the BoneTransforms uniform block consumed
(4 * 4 * sizeof(float) * MAX_BONES) = 19712 bytes, which exceeds 16384,
the minimum possible value of GL_MAX_UNIFORM_BLOCK_SIZE in OpenGL ES
3.2.

Since the bone matrices are affine, we can drop the 4th rows and pack
them into a mat4x3 array. Now the BoneTransforms block is 14784 bytes
and it should work with all OpenGL ES 3.2 implementations.
2024-10-20 08:25:39 +09:00

49 lines
1.5 KiB
GLSL

/* Copyright (C) 2022 kichikuou <KichikuouChrome@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
uniform mat4 local_transform;
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];
};
in vec3 vertex_pos;
in ivec4 vertex_bone_index;
in vec4 vertex_bone_weight;
void main() {
mat4 local_bone_transform = local_transform;
if (has_bones) {
mat4x3 bone_transform = mat4x3(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));
}
gl_Position = view_transform * local_bone_transform * vec4(vertex_pos, 1.0);
}