Added ability to store position, normal, tangent, and uv vertex attributes using GL_SHORT to reduce memory consumption and bandwidth.
Now taking advantage of GL_EXT_discard_framebuffer to reduce extraneous memory copy operations in the PowerVR driver Implemented native support for Maya's extended scene graph node attributes (pre-transform, post-transform, pivot sets, scale compensation) Debugging of broken skinned mesh renderer in progress
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@@ -29,13 +29,16 @@
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// or implied, of Kearwood Gilbert.
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//
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attribute highp vec3 vertex_position, vertex_normal, vertex_tangent;
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attribute highp vec3 vertex_position, vertex_normal;
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#if HAS_NORMAL_MAP == 1
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attribute highp vec3 vertex_tangent;
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#endif
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attribute mediump vec2 vertex_uv;
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uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
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#if BONE_COUNT > 0
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attribute highp vec4 bone_weights;
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attribute mediump vec4 bone_indexes;
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attribute highp vec4 bone_indexes;
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uniform highp mat4 bone_transforms[BONE_COUNT];
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#else
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#define vertex_position_skinned vertex_position
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@@ -168,30 +171,28 @@ void main()
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mediump vec4 scaled_bone_indexes = bone_indexes;
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mediump vec4 scaled_bone_weights = bone_weights;
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// scaled_bone_indexes = vec4(1.0, 0.0, 0.0, 0.0);
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// scaled_bone_weights = vec4(1.0, 0.0, 0.0, 0.0);
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highp vec3 vertex_position_skinned =
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((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.x) +
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((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.y) +
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((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.z) +
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((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.w);
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highp vec3 vertex_normal_skinned = normalize(
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((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.x) +
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((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.y) +
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((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.z) +
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((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.w));
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highp vec3 vertex_tangent_skinned = normalize(
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((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.x) +
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((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.y) +
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((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.z) +
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((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.w));
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#endif
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//scaled_bone_indexes = vec4(1.0, 0.0, 0.0, 0.0);
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scaled_bone_weights = vec4(1.0, 0.0, 0.0, 0.0);
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highp mat4 skin_matrix =
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bone_transforms[ int(scaled_bone_indexes.x) ] * scaled_bone_weights.x +
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bone_transforms[ int(scaled_bone_indexes.y) ] * scaled_bone_weights.y +
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bone_transforms[ int(scaled_bone_indexes.z) ] * scaled_bone_weights.z +
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bone_transforms[ int(scaled_bone_indexes.w) ] * scaled_bone_weights.w;
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//skin_matrix = bone_transforms[0];
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highp vec3 vertex_position_skinned = (skin_matrix * vec4(vertex_position, 1)).xyz;
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highp vec3 vertex_normal_skinned = normalize(mat3(skin_matrix) * vertex_normal);
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#if HAS_NORMAL_MAP == 1
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highp vec3 vertex_tangent_skinned = normalize(mat3(skin_matrix) * vertex_tangent);
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#endif
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#endif
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// Transform position
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gl_Position = mvp_matrix * vec4(vertex_position_skinned,1.0);
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#if HAS_DIFFUSE_MAP == 1 || (HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_REFLECTION_MAP == 1 && ENABLE_PER_PIXEL == 1)
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// Pass UV co-ordinates
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