Unroll the skinned mesh shader for loop
This give some fps improvement for adreno 306 in android 5.0
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@ -50,21 +50,55 @@ void main()
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vec4 skinned_tangent = vec4(0.0);
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int skinning_offset = i_misc_data.x;
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for (int i = 0; i < 4; i++)
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{
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mat4 joint_matrix = mat4(
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 3));
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skinned_position += i_weight[i] * joint_matrix * idle_position;
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skinned_normal += i_weight[i] * joint_matrix * idle_normal;
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skinned_tangent += i_weight[i] * joint_matrix * idle_tangent;
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}
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#ifdef GL_ES
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mat4 joint_matrix =
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i_weight[0] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0)) +
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i_weight[1] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0)) +
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i_weight[2] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0)) +
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i_weight[3] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0));
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#else
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mat4 joint_matrix =
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i_weight[0] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
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i_weight[1] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
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i_weight[2] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
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i_weight[3] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 3));
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#endif
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skinned_position = joint_matrix * idle_position;
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skinned_normal = joint_matrix * idle_normal;
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skinned_tangent = joint_matrix * idle_tangent;
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float step_mix = step(float(skinning_offset), 0.0);
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skinned_position = mix(skinned_position, idle_position, step_mix);
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@ -63,33 +63,55 @@ void main()
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vec4 skinned_tangent = vec4(0.0);
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int skinning_offset = i_misc_data.x;
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for (int i = 0; i < 4; i++)
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{
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#ifdef GL_ES
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mat4 joint_matrix = mat4(
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texelFetch(skinning_tex, ivec2
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(0 , clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2
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(1, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2
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(2, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2
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(3, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0));
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mat4 joint_matrix =
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i_weight[0] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0)) +
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i_weight[1] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0)) +
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i_weight[2] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0)) +
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i_weight[3] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0));
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#else
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mat4 joint_matrix = mat4(
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 3));
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mat4 joint_matrix =
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i_weight[0] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
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i_weight[1] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
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i_weight[2] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
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i_weight[3] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 3));
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#endif
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skinned_position += i_weight[i] * joint_matrix * idle_position;
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skinned_normal += i_weight[i] * joint_matrix * idle_normal;
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skinned_tangent += i_weight[i] * joint_matrix * idle_tangent;
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}
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skinned_position = joint_matrix * idle_position;
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skinned_normal = joint_matrix * idle_normal;
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skinned_tangent = joint_matrix * idle_tangent;
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vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w));
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vec4 world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz,
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@ -36,31 +36,53 @@ void main()
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vec4 skinned_position = vec4(0.0);
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int skinning_offset = i_misc_data.x;
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for (int i = 0; i < 4; i++)
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{
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#ifdef GL_ES
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mat4 joint_matrix = mat4(
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texelFetch(skinning_tex, ivec2
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(0, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2
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(1, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2
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(2, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2
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(3, clamp(i_joint[i] + skinning_offset, 0, MAX_BONES)), 0));
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mat4 joint_matrix =
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i_weight[0] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES)), 0)) +
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i_weight[1] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES)), 0)) +
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i_weight[2] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES)), 0)) +
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i_weight[3] * mat4(
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texelFetch(skinning_tex, ivec2(0, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(1, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(2, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0),
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texelFetch(skinning_tex, ivec2(3, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES)), 0));
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#else
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mat4 joint_matrix = mat4(
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex,
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clamp(i_joint[i] + skinning_offset, 0, MAX_BONES) * 4 + 3));
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mat4 joint_matrix =
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i_weight[0] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[0] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
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i_weight[1] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[1] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
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i_weight[2] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[2] + skinning_offset, 0, MAX_BONES) * 4 + 3)) +
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i_weight[3] * mat4(
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4),
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 1),
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 2),
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texelFetch(skinning_tex, clamp(i_joint[3] + skinning_offset, 0, MAX_BONES) * 4 + 3));
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#endif
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skinned_position += i_weight[i] * joint_matrix * idle_position;
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}
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skinned_position = joint_matrix * idle_position;
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vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w));
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vec4 world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz,
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