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examples/models/resources/shaders Expand file tree Collapse file tree Original file line number Diff line number Diff line change 66attribute vec3 vertexPosition;
77attribute vec2 vertexTexCoord;
88attribute vec4 vertexColor;
9- attribute vec4 vertexBoneIds ;
9+ attribute vec4 vertexBoneIndices ;
1010attribute vec4 vertexBoneWeights;
1111
1212// Input uniform values
@@ -19,10 +19,10 @@ varying vec4 fragColor;
1919
2020void 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 (
Original file line number Diff line number Diff line change 66attribute vec3 vertexPosition;
77attribute vec2 vertexTexCoord;
88attribute vec4 vertexColor;
9- attribute vec4 vertexBoneIds ;
9+ attribute vec4 vertexBoneIndices ;
1010attribute vec4 vertexBoneWeights;
1111
1212// Input uniform values
@@ -19,10 +19,10 @@ varying vec4 fragColor;
1919
2020void 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 (
Original file line number Diff line number Diff line change @@ -7,7 +7,7 @@ in vec3 vertexPosition;
77in vec2 vertexTexCoord;
88in vec4 vertexColor;
99in vec3 vertexNormal;
10- in vec4 vertexBoneIds ;
10+ in vec4 vertexBoneIndices ;
1111in vec4 vertexBoneWeights;
1212
1313// Input uniform values
@@ -22,10 +22,10 @@ out vec3 fragNormal;
2222
2323void 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;
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