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@@ -1,22 +1,22 @@
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#pragma anki vertShaderBegins
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-attribute vec3 position;
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-attribute vec3 normal;
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-attribute vec4 tangent;
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-attribute float vertWeightBonesNum;
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-attribute vec4 vertWeightBoneIds;
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-attribute vec4 vertWeightWeights;
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+in vec3 position;
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+in vec3 normal;
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+in vec4 tangent;
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+in float vertWeightBonesNum;
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+in vec4 vertWeightBoneIds;
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+in vec4 vertWeightWeights;
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const int MAX_BONES_PER_MESH = 60;
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uniform mat3 skinningRotations[MAX_BONES_PER_MESH];
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uniform vec3 skinningTranslations[MAX_BONES_PER_MESH];
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-#pragma anki transformFeedbackVarying outPosition
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-varying vec3 outPosition;
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-#pragma anki transformFeedbackVarying outNormal
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-varying vec3 outNormal;
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-#pragma anki transformFeedbackVarying outTangent
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-varying vec4 outTangent;
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+#pragma anki transformFeedbackVarying vPosition
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+out vec3 vPosition;
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+#pragma anki transformFeedbackVarying vNormal
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+varying vec3 vNormal;
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+#pragma anki transformFeedbackVarying vTangent
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+varying vec4 vTangent;
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void main()
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@@ -33,19 +33,18 @@ void main()
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tsl += skinningTranslations[boneId] * weight;
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}
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- outPosition = (rot * position) + tsl;
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+ vPosition = (rot * position) + tsl;
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#if defined(NORMAL_ENABLED)
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- outNormal = rot * normal;
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+ vNormal = rot * normal;
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#endif
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#if defined(TANGENT_ENABLED)
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- outTangent = vec4(rot * vec3(tangent), tangent.w);
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+ vTangent = vec4(rot * vec3(tangent), tangent.w);
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#endif
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}
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#pragma anki fragShaderBegins
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void main()
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-{
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-}
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+{}
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