#version 150 mat2x4 blendTwoWeightsAntipod(vec4 blendWgt, vec4 blendIdx, mat2x4 dualQuaternions[24]); vec3 calculateBlendPosition(vec3 position, mat2x4 blendDQ); in vec4 vertex; in vec4 blendIndices; in vec4 blendWeights; out vec4 oColour; // Support up to 24 bones of float3x4 // vs_1_1 only supports 96 params so more than this is not feasible uniform mat2x4 worldDualQuaternion2x4Array[24]; uniform mat3x4 scaleM[24]; uniform mat4 viewProjectionMatrix; uniform vec4 ambient; //Two-phase skinning shadow caster pass void main() { //First phase - applies scaling and shearing: mat3x4 blendS = blendWeights.x*scaleM[int(blendIndices.x)]; blendS += blendWeights.y*scaleM[int(blendIndices.y)]; vec3 pass1_position = vertex * blendS; //Second phase mat2x4 blendDQ = blendTwoWeightsAntipod(blendWeights, blendIndices, worldDualQuaternion2x4Array); float len = length(blendDQ[0]); blendDQ /= len; vec3 blendPosition = calculateBlendPosition(pass1_position, blendDQ); // view / projection gl_Position = viewProjectionMatrix * vec4(blendPosition, 1.0); oColour = ambient; }