attribute vec3 a_position; attribute vec3 a_normal; attribute vec4 a_blendWeight; attribute vec4 a_blendIndex; uniform float OutlineWidth; const int SKINNING_JOINT_COUNT = 60; // Uniforms uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3]; uniform mat4 u_MVPMatrix; // Varyings varying vec2 TextureCoordOut; vec4 SkinnedVec3(vec4 vec) { float blendWeight = a_blendWeight[0]; int matrixIndex = int (a_blendIndex[0]) * 3; vec4 matrixPalette1 = u_matrixPalette[matrixIndex] * blendWeight; vec4 matrixPalette2 = u_matrixPalette[matrixIndex + 1] * blendWeight; vec4 matrixPalette3 = u_matrixPalette[matrixIndex + 2] * blendWeight; blendWeight = a_blendWeight[1]; if (blendWeight > 0.0) { matrixIndex = int(a_blendIndex[1]) * 3; matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight; matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight; matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight; } blendWeight = a_blendWeight[2]; if (blendWeight > 0.0) { matrixIndex = int(a_blendIndex[2]) * 3; matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight; matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight; matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight; } blendWeight = a_blendWeight[3]; if (blendWeight > 0.0) { matrixIndex = int(a_blendIndex[3]) * 3; matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight; matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight; matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight; } vec4 _skinnedPosition; vec4 postion = vec; _skinnedPosition.x = dot(postion, matrixPalette1); _skinnedPosition.y = dot(postion, matrixPalette2); _skinnedPosition.z = dot(postion, matrixPalette3); _skinnedPosition.w = postion.w; return _skinnedPosition; } void main() { vec4 pos = u_MVPMatrix * SkinnedVec3(vec4(a_position,1.0)); vec4 normalproj = u_MVPMatrix * vec4(SkinnedVec3(vec4(a_normal,0.0)).xyz, 0); normalproj = normalize(normalproj); pos.xy += normalproj.xy * (OutlineWidth * (pos.z * 0.5 + 0.5)); gl_Position = pos; }