diff --git a/examples/models/resources/shaders/glsl100/skinning.vs b/examples/models/resources/shaders/glsl100/skinning.vs index 627a7dda4..344ad3f95 100644 --- a/examples/models/resources/shaders/glsl100/skinning.vs +++ b/examples/models/resources/shaders/glsl100/skinning.vs @@ -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( diff --git a/examples/models/resources/shaders/glsl120/skinning.vs b/examples/models/resources/shaders/glsl120/skinning.vs index c08840b54..1d9855074 100644 --- a/examples/models/resources/shaders/glsl120/skinning.vs +++ b/examples/models/resources/shaders/glsl120/skinning.vs @@ -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( diff --git a/examples/models/resources/shaders/glsl330/skinning.vs b/examples/models/resources/shaders/glsl330/skinning.vs index 43bbca76c..9b4ffbbfa 100644 --- a/examples/models/resources/shaders/glsl330/skinning.vs +++ b/examples/models/resources/shaders/glsl330/skinning.vs @@ -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;