Renamed skinning shader variables (new default naming)

This commit is contained in:
Ray
2026-02-23 01:45:23 +01:00
parent ae6d34a731
commit 43d8933404
3 changed files with 15 additions and 16 deletions

View File

@ -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(