Merge pull request #80652 from Benedani/3.x_fix_gles2_skinning

[3.x] GLES2: Make GPU skinning more consistent with GLES3
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Rémi Verschelde 2023-08-16 17:14:22 +02:00
commit 98976f9260
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@ -433,17 +433,44 @@ void main() {
#else
// look up transform from the "pose texture"
{
for (int i = 0; i < 4; i++) {
ivec2 tex_ofs = ivec2(int(bone_ids[i]) * 3, 0);
ivec4 bone_indicesi = ivec4(bone_ids); // cast to signed int
highp mat4 b = mat4(
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
ivec2 tex_ofs = ivec2(bone_indicesi.x * 3, 0);
bone_transform = mat4(
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs),
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
vec4(0.0, 0.0, 0.0, 1.0));
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.x;
bone_transform += transpose(b) * bone_weights[i];
}
tex_ofs = ivec2(bone_indicesi.y * 3, 0);
bone_transform += mat4(
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs),
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.y;
tex_ofs = ivec2(bone_indicesi.z * 3, 0);
bone_transform += mat4(
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs),
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.z;
tex_ofs = ivec2(bone_indicesi.w * 3, 0);
bone_transform += mat4(
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs),
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.w;
bone_transform = transpose(bone_transform);
}
#endif