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Renamed skinning shader variables (new default naming)

master
Ray пре 20 часа
родитељ
комит
43d8933404
3 измењених фајлова са 15 додато и 16 уклоњено
  1. +5
    -5
      examples/models/resources/shaders/glsl100/skinning.vs
  2. +5
    -5
      examples/models/resources/shaders/glsl120/skinning.vs
  3. +5
    -6
      examples/models/resources/shaders/glsl330/skinning.vs

+ 5
- 5
examples/models/resources/shaders/glsl100/skinning.vs Прегледај датотеку

@ -6,7 +6,7 @@
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
attribute vec4 vertexBoneIds;
attribute vec4 vertexBoneIndices;
attribute vec4 vertexBoneWeights;
// Input uniform values
@ -19,10 +19,10 @@ varying vec4 fragColor;
void main()
{
int boneIndex0 = int(vertexBoneIds.x);
int boneIndex1 = int(vertexBoneIds.y);
int boneIndex2 = int(vertexBoneIds.z);
int boneIndex3 = int(vertexBoneIds.w);
int boneIndex0 = int(vertexBoneIndices.x);
int boneIndex1 = int(vertexBoneIndices.y);
int boneIndex2 = int(vertexBoneIndices.z);
int boneIndex3 = int(vertexBoneIndices.w);
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
mat4 boneMatrixTransposed0 = mat4(

+ 5
- 5
examples/models/resources/shaders/glsl120/skinning.vs Прегледај датотеку

@ -6,7 +6,7 @@
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
attribute vec4 vertexBoneIds;
attribute vec4 vertexBoneIndices;
attribute vec4 vertexBoneWeights;
// Input uniform values
@ -19,10 +19,10 @@ varying vec4 fragColor;
void main()
{
int boneIndex0 = int(vertexBoneIds.x);
int boneIndex1 = int(vertexBoneIds.y);
int boneIndex2 = int(vertexBoneIds.z);
int boneIndex3 = int(vertexBoneIds.w);
int boneIndex0 = int(vertexBoneIndices.x);
int boneIndex1 = int(vertexBoneIndices.y);
int boneIndex2 = int(vertexBoneIndices.z);
int boneIndex3 = int(vertexBoneIndices.w);
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
mat4 boneMatrixTransposed0 = mat4(

+ 5
- 6
examples/models/resources/shaders/glsl330/skinning.vs Прегледај датотеку

@ -7,7 +7,7 @@ in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
in vec3 vertexNormal;
in vec4 vertexBoneIds;
in vec4 vertexBoneIndices;
in vec4 vertexBoneWeights;
// Input uniform values
@ -22,10 +22,10 @@ out vec3 fragNormal;
void main()
{
int boneIndex0 = int(vertexBoneIds.x);
int boneIndex1 = int(vertexBoneIds.y);
int boneIndex2 = int(vertexBoneIds.z);
int boneIndex3 = int(vertexBoneIds.w);
int boneIndex0 = int(vertexBoneIndices.x);
int boneIndex1 = int(vertexBoneIndices.y);
int boneIndex2 = int(vertexBoneIndices.z);
int boneIndex3 = int(vertexBoneIndices.w);
vec4 skinnedPosition =
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
@ -42,7 +42,6 @@ void main()
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*skinnedNormal));
gl_Position = mvp*skinnedPosition;

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