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- #version 120
- attribute vec3 bone_indicies;
- attribute vec3 bone_weights;
- uniform mat4 world_matrix;
- uniform mat4 proj_matrix;
- uniform mat4 view_matrix;
- uniform mat4 bone_world_matrices[32];
- uniform int bone_count;
- void main() {
- gl_TexCoord[0] = gl_MultiTexCoord0;
- vec4 blendpos = vec4(0,0,0,0);
- for (int i = 0; i < 3; i++) {
- blendpos += vec4((bone_world_matrices[int(bone_indicies[i])] * gl_Vertex).xyz, 1.0) * bone_weights[i];
- }
-
- gl_Position = proj_matrix * view_matrix * world_matrix * blendpos;
- }
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