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Reviewed skinning shaders #4412
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@ -25,10 +25,10 @@ void main()
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int boneIndex3 = int(vertexBoneIds.w);
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vec4 skinnedPosition =
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vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0f));
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vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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