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Fix math error in blend shape application tolerance

Kayomn 4 years ago
parent
commit
fa8a47e1bf
1 changed files with 1 additions and 1 deletions
  1. 1 1
      servers/rendering/renderer_rd/shaders/skeleton.glsl

+ 1 - 1
servers/rendering/renderer_rd/shaders/skeleton.glsl

@@ -100,7 +100,7 @@ void main() {
 
 		for (uint i = 0; i < params.blend_shape_count; i++) {
 			float w = blend_shape_weights.data[i];
-			if ((w < 0.0001) || (w > 0.0001)) {
+			if (abs(w) > 0.0001) {
 				uint base_offset = (params.vertex_count * i + index) * params.vertex_stride;
 
 				blend_vertex += uintBitsToFloat(uvec3(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1], src_blend_shapes.data[base_offset + 2])) * w;