[3.x] GLES2: Make GPU skinning more consistent with GLES3 #80652
+38
−11
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My first contribution here! 👋
Aside from consistency, functionally, this may improve performance, with a single ivec4 cast as opposed to 4 separate int casts for bone_ids, plus calling transpose() 1 time instead of 4.
But this change is mainly motivated by the vec4 indexing in the previous implementation causing the following issue on my Xiaomi Redmi 6A device on WebGL (a desktop and a high-end mobile device, and a native export on the same device worked, so this is entirely a driver+ANGLE issue):
With the GLES3 implementation ported over, the model renders correctly (the issue with her clothes is common in Makehuman, the rendering is technically correct):
The minimal fix for the issue would be changing
bone_transform += transpose(b) * bone_weights[i];
to:
bone_transform += transpose(b) * dot(bone_weights, vec4(i == 0 ? 1.0 : 0.0, i == 1 ? 1.0 : 0.0, i == 2 ? 1.0 : 0.0, i == 3 ? 1.0 : 0.0));
but this would degrade performance, and looks quite ugly.