Fix usage of signed type in skeleton shader

The resulting primitive is drawn as GL_UNSIGNED_SHORT, so uvec4 should be used.
Fixes #12804.
This commit is contained in:
Rémi Verschelde 2017-12-10 13:13:16 +01:00
parent bf45e569c9
commit 663f7e6a61

View File

@ -42,7 +42,7 @@ layout(location=5) in vec2 uv2_attrib;
uniform float normal_mult; uniform float normal_mult;
#ifdef USE_SKELETON #ifdef USE_SKELETON
layout(location=6) in ivec4 bone_indices; // attrib:6 layout(location=6) in uvec4 bone_indices; // attrib:6
layout(location=7) in vec4 bone_weights; // attrib:7 layout(location=7) in vec4 bone_weights; // attrib:7
#endif #endif
@ -302,14 +302,16 @@ void main() {
#ifdef USE_SKELETON #ifdef USE_SKELETON
{ {
//skeleton transform //skeleton transform
ivec2 tex_ofs = ivec2( bone_indices.x%256, (bone_indices.x/256)*3 ); ivec4 bone_indicesi = ivec4(bone_indices); // cast to signed int
ivec2 tex_ofs = ivec2( bone_indicesi.x%256, (bone_indicesi.x/256)*3 );
highp mat3x4 m = mat3x4( highp mat3x4 m = mat3x4(
texelFetch(skeleton_texture,tex_ofs,0), texelFetch(skeleton_texture,tex_ofs,0),
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0), texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
) * bone_weights.x; ) * bone_weights.x;
tex_ofs = ivec2( bone_indices.y%256, (bone_indices.y/256)*3 ); tex_ofs = ivec2( bone_indicesi.y%256, (bone_indicesi.y/256)*3 );
m+= mat3x4( m+= mat3x4(
texelFetch(skeleton_texture,tex_ofs,0), texelFetch(skeleton_texture,tex_ofs,0),
@ -317,7 +319,7 @@ void main() {
texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
) * bone_weights.y; ) * bone_weights.y;
tex_ofs = ivec2( bone_indices.z%256, (bone_indices.z/256)*3 ); tex_ofs = ivec2( bone_indicesi.z%256, (bone_indicesi.z/256)*3 );
m+= mat3x4( m+= mat3x4(
texelFetch(skeleton_texture,tex_ofs,0), texelFetch(skeleton_texture,tex_ofs,0),
@ -326,7 +328,7 @@ void main() {
) * bone_weights.z; ) * bone_weights.z;
tex_ofs = ivec2( bone_indices.w%256, (bone_indices.w/256)*3 ); tex_ofs = ivec2( bone_indicesi.w%256, (bone_indicesi.w/256)*3 );
m+= mat3x4( m+= mat3x4(
texelFetch(skeleton_texture,tex_ofs,0), texelFetch(skeleton_texture,tex_ofs,0),