Animation optimization

This commit is contained in:
Teejoon
2016-03-13 19:01:30 +01:00
parent a9d5c5d9d2
commit 5aaefc6e53
5 changed files with 34 additions and 37 deletions
@@ -36,12 +36,10 @@ void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
@@ -17,12 +17,10 @@ out VertexData{
void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
@@ -15,12 +15,10 @@ out VertexData{
void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = PVM * boneTransform * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;