Skip to content

Commit 43d8933

Browse files
committed
Renamed skinning shader variables (new default naming)
1 parent ae6d34a commit 43d8933

3 files changed

Lines changed: 15 additions & 16 deletions

File tree

examples/models/resources/shaders/glsl100/skinning.vs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -6,7 +6,7 @@
66
attribute vec3 vertexPosition;
77
attribute vec2 vertexTexCoord;
88
attribute vec4 vertexColor;
9-
attribute vec4 vertexBoneIds;
9+
attribute vec4 vertexBoneIndices;
1010
attribute vec4 vertexBoneWeights;
1111

1212
// Input uniform values
@@ -19,10 +19,10 @@ varying vec4 fragColor;
1919

2020
void main()
2121
{
22-
int boneIndex0 = int(vertexBoneIds.x);
23-
int boneIndex1 = int(vertexBoneIds.y);
24-
int boneIndex2 = int(vertexBoneIds.z);
25-
int boneIndex3 = int(vertexBoneIds.w);
22+
int boneIndex0 = int(vertexBoneIndices.x);
23+
int boneIndex1 = int(vertexBoneIndices.y);
24+
int boneIndex2 = int(vertexBoneIndices.z);
25+
int boneIndex3 = int(vertexBoneIndices.w);
2626

2727
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
2828
mat4 boneMatrixTransposed0 = mat4(

examples/models/resources/shaders/glsl120/skinning.vs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -6,7 +6,7 @@
66
attribute vec3 vertexPosition;
77
attribute vec2 vertexTexCoord;
88
attribute vec4 vertexColor;
9-
attribute vec4 vertexBoneIds;
9+
attribute vec4 vertexBoneIndices;
1010
attribute vec4 vertexBoneWeights;
1111

1212
// Input uniform values
@@ -19,10 +19,10 @@ varying vec4 fragColor;
1919

2020
void main()
2121
{
22-
int boneIndex0 = int(vertexBoneIds.x);
23-
int boneIndex1 = int(vertexBoneIds.y);
24-
int boneIndex2 = int(vertexBoneIds.z);
25-
int boneIndex3 = int(vertexBoneIds.w);
22+
int boneIndex0 = int(vertexBoneIndices.x);
23+
int boneIndex1 = int(vertexBoneIndices.y);
24+
int boneIndex2 = int(vertexBoneIndices.z);
25+
int boneIndex3 = int(vertexBoneIndices.w);
2626

2727
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
2828
mat4 boneMatrixTransposed0 = mat4(

examples/models/resources/shaders/glsl330/skinning.vs

Lines changed: 5 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -7,7 +7,7 @@ in vec3 vertexPosition;
77
in vec2 vertexTexCoord;
88
in vec4 vertexColor;
99
in vec3 vertexNormal;
10-
in vec4 vertexBoneIds;
10+
in vec4 vertexBoneIndices;
1111
in vec4 vertexBoneWeights;
1212

1313
// Input uniform values
@@ -22,10 +22,10 @@ out vec3 fragNormal;
2222

2323
void main()
2424
{
25-
int boneIndex0 = int(vertexBoneIds.x);
26-
int boneIndex1 = int(vertexBoneIds.y);
27-
int boneIndex2 = int(vertexBoneIds.z);
28-
int boneIndex3 = int(vertexBoneIds.w);
25+
int boneIndex0 = int(vertexBoneIndices.x);
26+
int boneIndex1 = int(vertexBoneIndices.y);
27+
int boneIndex2 = int(vertexBoneIndices.z);
28+
int boneIndex3 = int(vertexBoneIndices.w);
2929

3030
vec4 skinnedPosition =
3131
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
@@ -42,7 +42,6 @@ void main()
4242

4343
fragTexCoord = vertexTexCoord;
4444
fragColor = vertexColor;
45-
4645
fragNormal = normalize(vec3(matNormal*skinnedNormal));
4746

4847
gl_Position = mvp*skinnedPosition;

0 commit comments

Comments
 (0)