depth_animated.vs 520 B

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  1. #version 120
  2. attribute vec3 bone_indicies;
  3. attribute vec3 bone_weights;
  4. uniform mat4 world_matrix;
  5. uniform mat4 proj_matrix;
  6. uniform mat4 view_matrix;
  7. uniform mat4 bone_world_matrices[32];
  8. uniform int bone_count;
  9. void main() {
  10. gl_TexCoord[0] = gl_MultiTexCoord0;
  11. vec4 blendpos = vec4(0,0,0,0);
  12. for (int i = 0; i < 3; i++) {
  13. blendpos += vec4((bone_world_matrices[int(bone_indicies[i])] * gl_Vertex).xyz, 1.0) * bone_weights[i];
  14. }
  15. gl_Position = proj_matrix * view_matrix * world_matrix * blendpos;
  16. }