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