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 vec3 vertexPosition;
attribute vec2 vertexTexCoord; attribute vec2 vertexTexCoord;
attribute vec4 vertexColor; attribute vec4 vertexColor;
attribute vec4 vertexBoneIds; attribute vec4 vertexBoneIndices;
attribute vec4 vertexBoneWeights; attribute vec4 vertexBoneWeights;
// Input uniform values // Input uniform values
@ -19,10 +19,10 @@ varying vec4 fragColor;
void main() void main()
{ {
int boneIndex0 = int(vertexBoneIds.x); int boneIndex0 = int(vertexBoneIndices.x);
int boneIndex1 = int(vertexBoneIds.y); int boneIndex1 = int(vertexBoneIndices.y);
int boneIndex2 = int(vertexBoneIds.z); int boneIndex2 = int(vertexBoneIndices.z);
int boneIndex3 = int(vertexBoneIds.w); int boneIndex3 = int(vertexBoneIndices.w);
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function // WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
mat4 boneMatrixTransposed0 = mat4( mat4 boneMatrixTransposed0 = mat4(

View File

@ -6,7 +6,7 @@
attribute vec3 vertexPosition; attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord; attribute vec2 vertexTexCoord;
attribute vec4 vertexColor; attribute vec4 vertexColor;
attribute vec4 vertexBoneIds; attribute vec4 vertexBoneIndices;
attribute vec4 vertexBoneWeights; attribute vec4 vertexBoneWeights;
// Input uniform values // Input uniform values
@ -19,10 +19,10 @@ varying vec4 fragColor;
void main() void main()
{ {
int boneIndex0 = int(vertexBoneIds.x); int boneIndex0 = int(vertexBoneIndices.x);
int boneIndex1 = int(vertexBoneIds.y); int boneIndex1 = int(vertexBoneIndices.y);
int boneIndex2 = int(vertexBoneIds.z); int boneIndex2 = int(vertexBoneIndices.z);
int boneIndex3 = int(vertexBoneIds.w); int boneIndex3 = int(vertexBoneIndices.w);
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function // WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
mat4 boneMatrixTransposed0 = mat4( mat4 boneMatrixTransposed0 = mat4(

View File

@ -7,7 +7,7 @@ in vec3 vertexPosition;
in vec2 vertexTexCoord; in vec2 vertexTexCoord;
in vec4 vertexColor; in vec4 vertexColor;
in vec3 vertexNormal; in vec3 vertexNormal;
in vec4 vertexBoneIds; in vec4 vertexBoneIndices;
in vec4 vertexBoneWeights; in vec4 vertexBoneWeights;
// Input uniform values // Input uniform values
@ -22,10 +22,10 @@ out vec3 fragNormal;
void main() void main()
{ {
int boneIndex0 = int(vertexBoneIds.x); int boneIndex0 = int(vertexBoneIndices.x);
int boneIndex1 = int(vertexBoneIds.y); int boneIndex1 = int(vertexBoneIndices.y);
int boneIndex2 = int(vertexBoneIds.z); int boneIndex2 = int(vertexBoneIndices.z);
int boneIndex3 = int(vertexBoneIds.w); int boneIndex3 = int(vertexBoneIndices.w);
vec4 skinnedPosition = vec4 skinnedPosition =
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) + vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
@ -42,7 +42,6 @@ void main()
fragTexCoord = vertexTexCoord; fragTexCoord = vertexTexCoord;
fragColor = vertexColor; fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*skinnedNormal)); fragNormal = normalize(vec3(matNormal*skinnedNormal));
gl_Position = mvp*skinnedPosition; gl_Position = mvp*skinnedPosition;