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Reviewed skinning shaders #4412
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@@ -25,10 +25,10 @@ void main()
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int boneIndex3 = int(vertexBoneIds.w);
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int boneIndex3 = int(vertexBoneIds.w);
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vec4 skinnedPosition =
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vec4 skinnedPosition =
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vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0f));
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vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragColor = vertexColor;
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@@ -1,16 +1,19 @@
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#version 330
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#version 330
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#define MAX_BONE_NUM 128
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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in vec4 vertexColor;
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in vec4 vertexBoneIds;
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in vec4 vertexBoneIds;
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in vec4 vertexBoneWeights;
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in vec4 vertexBoneWeights;
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#define MAX_BONE_NUM 128
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 boneMatrices[MAX_BONE_NUM];
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uniform mat4 boneMatrices[MAX_BONE_NUM];
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec4 fragColor;
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@@ -22,10 +25,10 @@ void main()
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int boneIndex3 = int(vertexBoneIds.w);
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int boneIndex3 = int(vertexBoneIds.w);
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vec4 skinnedPosition =
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vec4 skinnedPosition =
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vertexBoneWeights.x * (boneMatrices[boneIndex0] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.y * (boneMatrices[boneIndex1] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.z * (boneMatrices[boneIndex2] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.w * (boneMatrices[boneIndex3] * vec4(vertexPosition, 1.0f));
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vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragColor = vertexColor;
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