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	REVIEWED: skinning shader for GLSL 100 #4412
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		@@ -1,17 +1,20 @@
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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    // Fetch color from texture sampler
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    vec4 texelColor = texture(texture0, fragTexCoord);
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    finalColor = texelColor*colDiffuse*fragColor;
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    // Calculate final fragment color
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    gl_FragColor = texelColor*colDiffuse*fragColor;
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}
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@@ -1,18 +1,21 @@
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#version 100
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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in vec4 vertexBoneIds;
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in vec4 vertexBoneWeights;
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#define MAX_BONE_NUM 64
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#define MAX_BONE_NUM 128
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec4 vertexColor;
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attribute vec4 vertexBoneIds;
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attribute vec4 vertexBoneWeights;
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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 mvp;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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// Output vertex attributes (to fragment shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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void main()
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{
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@@ -22,13 +25,13 @@ void main()
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    int boneIndex3 = int(vertexBoneIds.w);
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    vec4 skinnedPosition =
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        vertexBoneWeights.x * (boneMatrices[boneIndex0] * vec4(vertexPosition, 1.0f)) +
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        vertexBoneWeights.y * (boneMatrices[boneIndex1] * vec4(vertexPosition, 1.0f)) + 
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        vertexBoneWeights.z * (boneMatrices[boneIndex2] * vec4(vertexPosition, 1.0f)) + 
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        vertexBoneWeights.w * (boneMatrices[boneIndex3] * vec4(vertexPosition, 1.0f));
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        vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0f)) +
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        vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0f)) + 
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        vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0f)) + 
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        vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0f));
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    fragTexCoord = vertexTexCoord;
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    fragColor = vertexColor;
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    gl_Position = mvp * skinnedPosition;
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    gl_Position = mvp*skinnedPosition;
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}
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