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

@ -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;