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Update skinning.vert
change nbBonesPerVertex type to uint and add texcoord
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shaders/skinning.vert

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -17,7 +17,7 @@ in vec4 boneWeight1;
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in vec4 boneWeight2;
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in vec4 boneWeight3;
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uniform int nbBonesPerVertex;
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uniform uint nbBonesPerVertex;
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uniform mat4 matrixPalette[MAX_MATRIX];
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vec4 position;
@@ -47,7 +47,7 @@ void main( void )
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{
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position = vec4(0.0,0.0,0.0,0.0);
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normal = vec3(0.0,0.0,0.0);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// there is 2 bone data per attributes
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if (nbBonesPerVertex > 0)
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computeAcummulatedNormalAndPosition(boneWeight0);

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