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synced 2026-02-23 06:42:25 -05:00
Renamed skinning shader variables (new default naming)
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@ -6,7 +6,7 @@
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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 vertexBoneIndices;
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attribute vec4 vertexBoneWeights;
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// Input uniform values
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@ -19,10 +19,10 @@ varying vec4 fragColor;
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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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// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
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mat4 boneMatrixTransposed0 = mat4(
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@ -6,7 +6,7 @@
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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 vertexBoneIndices;
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attribute vec4 vertexBoneWeights;
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// Input uniform values
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@ -19,10 +19,10 @@ varying vec4 fragColor;
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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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// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
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mat4 boneMatrixTransposed0 = mat4(
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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;
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