diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 15987b905..7696ec5ae 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -429,17 +429,44 @@ void main() { #else // look up transform from the "pose texture" { - for (int i = 0; i < 4; i++) { - ivec2 tex_ofs = ivec2(int(bone_ids[i]) * 3, 0); + ivec4 bone_indicesi = ivec4(bone_ids); // cast to signed int - highp mat4 b = mat4( - texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(0, 0)), - texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)), - texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)), - vec4(0.0, 0.0, 0.0, 1.0)); + ivec2 tex_ofs = ivec2(bone_indicesi.x * 3, 0); + bone_transform = mat4( + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs), + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)), + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)), + vec4(0.0, 0.0, 0.0, 1.0)) * + bone_weights.x; - bone_transform += transpose(b) * bone_weights[i]; - } + tex_ofs = ivec2(bone_indicesi.y * 3, 0); + + bone_transform += mat4( + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs), + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)), + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)), + vec4(0.0, 0.0, 0.0, 1.0)) * + bone_weights.y; + + tex_ofs = ivec2(bone_indicesi.z * 3, 0); + + bone_transform += mat4( + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs), + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)), + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)), + vec4(0.0, 0.0, 0.0, 1.0)) * + bone_weights.z; + + tex_ofs = ivec2(bone_indicesi.w * 3, 0); + + bone_transform += mat4( + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs), + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)), + texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)), + vec4(0.0, 0.0, 0.0, 1.0)) * + bone_weights.w; + + bone_transform = transpose(bone_transform); } #endif