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Merge pull request #7779 from dabingnn/v3_fixSkinnedOutline
V3 fix skinned outline
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commit
ae11f24cc8
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@ -381,7 +381,7 @@ const std::string Effect3DOutline::_vertShaderFile = "Shaders3D/OutLine.vert";
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const std::string Effect3DOutline::_fragShaderFile = "Shaders3D/OutLine.frag";
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const std::string Effect3DOutline::_keyInGLProgramCache = "Effect3DLibrary_Outline";
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const std::string Effect3DOutline::_vertSkinnedShaderFile = "Shaders3D/SkinnedOutLine.vert";
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const std::string Effect3DOutline::_vertSkinnedShaderFile = "Shaders3D/SkinnedOutline.vert";
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const std::string Effect3DOutline::_fragSkinnedShaderFile = "Shaders3D/OutLine.frag";
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const std::string Effect3DOutline::_keySkinnedInGLProgramCache = "Effect3DLibrary_Outline";
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GLProgram* Effect3DOutline::getOrCreateProgram(bool isSkinned /* = false */ )
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@ -13,7 +13,7 @@ uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
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// Varyings
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varying vec2 TextureCoordOut;
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vec4 SkinnedVec3(vec3 vec)
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vec4 SkinnedVec3(vec4 vec)
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{
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float blendWeight = a_blendWeight[0];
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@ -54,7 +54,7 @@ vec4 SkinnedVec3(vec3 vec)
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vec4 _skinnedPosition;
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vec4 postion = vec4(vec, 1.0);
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vec4 postion = vec;
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_skinnedPosition.x = dot(postion, matrixPalette1);
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_skinnedPosition.y = dot(postion, matrixPalette2);
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_skinnedPosition.z = dot(postion, matrixPalette3);
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@ -65,9 +65,9 @@ vec4 SkinnedVec3(vec3 vec)
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void main()
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{
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vec4 pos = CC_MVPMatrix * SkinnedVec3(a_position);
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vec4 pos = CC_MVPMatrix * SkinnedVec3(vec4(a_position,1.0));
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vec4 normalproj = CC_MVPMatrix * vec4(SkinnedVec3(a_normal).xyz, 0);
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vec4 normalproj = CC_MVPMatrix * vec4(SkinnedVec3(vec4(a_normal,0.0)).xyz, 0);
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normalproj = normalize(normalproj);
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pos.xy += normalproj.xy * (OutlineWidth * (pos.z * 0.5 + 0.5));
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