/** 
 * @file objectSkinV.glsl
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2007, Linden Research, Inc.
 * 
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 * 
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */

ATTRIBUTE vec4 weight4;  

/* BENTO JOINT COUNT LIMITS
 * Note that the value in the next line also needs to be updated to value-1 several places below.
 */
uniform mat3x4 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT];

mat4 getObjectSkinnedTransform()
{
	int i;
	
	vec4 w = fract(weight4);
	vec4 index = floor(weight4);
	
	index = min(index, vec4(MAX_JOINTS_PER_MESH_OBJECT-1));
	index = max(index, vec4( 0.0));

	w *= 1.0/(w.x+w.y+w.z+w.w);
	
	int i1 = int(index.x);
	int i2 = int(index.y);
	int i3 = int(index.z);
	int i4 = int(index.w);

	mat3 mat = mat3(matrixPalette[i1])*w.x;
		 mat += mat3(matrixPalette[i2])*w.y;
		 mat += mat3(matrixPalette[i3])*w.z;
		 mat += mat3(matrixPalette[i4])*w.w;

	vec3 trans = vec3(matrixPalette[i1][0].w,matrixPalette[i1][1].w,matrixPalette[i1][2].w)*w.x;
		 trans += vec3(matrixPalette[i2][0].w,matrixPalette[i2][1].w,matrixPalette[i2][2].w)*w.y;
		 trans += vec3(matrixPalette[i3][0].w,matrixPalette[i3][1].w,matrixPalette[i3][2].w)*w.z;
		 trans += vec3(matrixPalette[i4][0].w,matrixPalette[i4][1].w,matrixPalette[i4][2].w)*w.w;

	mat4 ret;

	ret[0] = vec4(mat[0], 0);
	ret[1] = vec4(mat[1], 0);
	ret[2] = vec4(mat[2], 0);
	ret[3] = vec4(trans, 1.0);
				
	return ret;
}

