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| Rev | Author | Line No. | Line |
|---|---|---|---|
| 1782 | chris | 1 | #version 120 |
| 2 | |||
| 1738 | chris | 3 | uniform mat4 uMVPMatrix; |
| 1743 | chris | 4 | uniform mat3 uNormalMatrix; |
| 1738 | chris | 5 | |
| 1781 | chris | 6 | uniform mat4 uBoneMatrices[16]; |
| 7 | |||
| 1738 | chris | 8 | attribute vec4 aPosition; |
| 9 | attribute vec3 aNormal; |
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| 10 | attribute vec2 aTexCoord0; |
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| 1779 | chris | 11 | attribute vec4 aBlendIndex; |
| 12 | attribute vec4 aBlendWeight; |
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| 1738 | chris | 13 | |
| 14 | varying vec2 vTexCoord; |
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| 1743 | chris | 15 | varying vec3 vNormal; |
| 1738 | chris | 16 | |
| 17 | void main() |
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| 18 | { |
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| 1815 | chris | 19 | //vec4 position = vec4(0.0); |
| 20 | mat4 skinning = mat4(0.0); |
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| 1781 | chris | 21 | |
| 1815 | chris | 22 | skinning = skinning + (uBoneMatrices[int(aBlendIndex.x)]) * aBlendWeight.x; |
| 23 | skinning = skinning + (uBoneMatrices[int(aBlendIndex.y)]) * aBlendWeight.y; |
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| 24 | skinning = skinning + (uBoneMatrices[int(aBlendIndex.z)]) * aBlendWeight.z; |
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| 25 | skinning = skinning + (uBoneMatrices[int(aBlendIndex.w)]) * aBlendWeight.w; |
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| 1789 | chris | 26 | |
| 1815 | chris | 27 | gl_Position = uMVPMatrix * skinning * aPosition; |
| 1784 | chris | 28 | vNormal = uNormalMatrix * aNormal; |
| 1782 | chris | 29 | |
| 1738 | chris | 30 | vTexCoord = aTexCoord0; |
| 31 | } |