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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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