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@@ -6,16 +6,19 @@
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in vec3 vertexPosition;
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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in vec4 vertexColor;
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+in vec3 vertexNormal;
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in vec4 vertexBoneIds;
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in vec4 vertexBoneIds;
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in vec4 vertexBoneWeights;
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in vec4 vertexBoneWeights;
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// Input uniform values
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 mvp;
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+uniform mat4 matNormal;
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uniform mat4 boneMatrices[MAX_BONE_NUM];
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uniform mat4 boneMatrices[MAX_BONE_NUM];
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// Output vertex attributes (to fragment shader)
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec4 fragColor;
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+out vec3 fragNormal;
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void main()
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void main()
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{
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{
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@@ -29,9 +32,18 @@ void main()
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vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
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vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
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-
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+
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+ vec4 skinnedNormal =
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+ vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexNormal, 0.0)) +
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+ vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexNormal, 0.0)) +
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+ vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexNormal, 0.0)) +
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+ vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexNormal, 0.0));
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+ skinnedNormal.w = 0.0;
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+
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fragTexCoord = vertexTexCoord;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragColor = vertexColor;
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+ fragNormal = normalize(vec3(matNormal*skinnedNormal));
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+
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gl_Position = mvp*skinnedPosition;
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gl_Position = mvp*skinnedPosition;
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}
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}
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