@@ -23,7 +23,7 @@ void main()
2323 int boneIndex1 = int (vertexBoneIndices.y);
2424 int boneIndex2 = int (vertexBoneIndices.z);
2525 int boneIndex3 = int (vertexBoneIndices.w);
26-
26+
2727 // WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
2828 mat4 boneMatrixTransposed0 = mat4 (
2929 vec4 (boneMatrices[boneIndex0][0 ].x, boneMatrices[boneIndex0][1 ].x, boneMatrices[boneIndex0][2 ].x, boneMatrices[boneIndex0][3 ].x),
@@ -45,13 +45,13 @@ void main()
4545 vec4 (boneMatrices[boneIndex3][0 ].y, boneMatrices[boneIndex3][1 ].y, boneMatrices[boneIndex3][2 ].y, boneMatrices[boneIndex3][3 ].y),
4646 vec4 (boneMatrices[boneIndex3][0 ].z, boneMatrices[boneIndex3][1 ].z, boneMatrices[boneIndex3][2 ].z, boneMatrices[boneIndex3][3 ].z),
4747 vec4 (boneMatrices[boneIndex3][0 ].w, boneMatrices[boneIndex3][1 ].w, boneMatrices[boneIndex3][2 ].w, boneMatrices[boneIndex3][3 ].w));
48-
48+
4949 vec4 skinnedPosition =
5050 vertexBoneWeights.x* (boneMatrixTransposed0* vec4 (vertexPosition, 1.0 )) +
51- vertexBoneWeights.y* (boneMatrixTransposed1* vec4 (vertexPosition, 1.0 )) +
52- vertexBoneWeights.z* (boneMatrixTransposed2* vec4 (vertexPosition, 1.0 )) +
51+ vertexBoneWeights.y* (boneMatrixTransposed1* vec4 (vertexPosition, 1.0 )) +
52+ vertexBoneWeights.z* (boneMatrixTransposed2* vec4 (vertexPosition, 1.0 )) +
5353 vertexBoneWeights.w* (boneMatrixTransposed3* vec4 (vertexPosition, 1.0 ));
54-
54+
5555 fragTexCoord = vertexTexCoord;
5656 fragColor = vertexColor;
5757
0 commit comments