attribute vec3 a_position; attribute vec4 a_blendWeight; attribute vec4 a_blendIndex; attribute vec2 a_texCoord; const int SKINNING_JOINT_COUNT = 60; // Uniforms uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3]; // Varyings varying vec2 TextureCoordOut; vec4 getPosition() { 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 = vec4(a_position, 1.0); _skinnedPosition.x = dot(postion, matrixPalette1); _skinnedPosition.y = dot(postion, matrixPalette2); _skinnedPosition.z = dot(postion, matrixPalette3); _skinnedPosition.w = postion.w; return _skinnedPosition; } void main() { vec4 position = getPosition(); gl_Position = CC_MVPMatrix * position; TextureCoordOut = a_texCoord; TextureCoordOut.y = 1.0 - TextureCoordOut.y; }