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@@ -1,18 +1,21 @@
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#version 100
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-in vec3 vertexPosition;
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-in vec2 vertexTexCoord;
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-in vec4 vertexColor;
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-in vec4 vertexBoneIds;
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-in vec4 vertexBoneWeights;
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+#define MAX_BONE_NUM 64
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-#define MAX_BONE_NUM 128
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-uniform mat4 boneMatrices[MAX_BONE_NUM];
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+// Input vertex attributes
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+attribute vec3 vertexPosition;
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+attribute vec2 vertexTexCoord;
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+attribute vec4 vertexColor;
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+attribute vec4 vertexBoneIds;
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+attribute vec4 vertexBoneWeights;
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+// Input uniform values
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uniform mat4 mvp;
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+uniform mat4 boneMatrices[MAX_BONE_NUM];
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-out vec2 fragTexCoord;
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-out vec4 fragColor;
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+// Output vertex attributes (to fragment shader)
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+varying vec2 fragTexCoord;
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+varying vec4 fragColor;
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void main()
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{
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@@ -22,13 +25,13 @@ void main()
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int boneIndex3 = int(vertexBoneIds.w);
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vec4 skinnedPosition =
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- vertexBoneWeights.x * (boneMatrices[boneIndex0] * vec4(vertexPosition, 1.0f)) +
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- vertexBoneWeights.y * (boneMatrices[boneIndex1] * vec4(vertexPosition, 1.0f)) +
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- vertexBoneWeights.z * (boneMatrices[boneIndex2] * vec4(vertexPosition, 1.0f)) +
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- vertexBoneWeights.w * (boneMatrices[boneIndex3] * vec4(vertexPosition, 1.0f));
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+ vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0f)) +
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+ vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0f)) +
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+ vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0f)) +
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+ vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0f));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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- gl_Position = mvp * skinnedPosition;
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+ gl_Position = mvp*skinnedPosition;
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}
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