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@@ -11,8 +11,8 @@ class Utils extends hxsl.Shader {
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function applySkinPoint(p : Vec3) : Vec3 {
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var transformed = (p * boneMatrixX) * skinWeights.x +
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- (p * boneMatrixY) * skinWeights.y +
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- (p * boneMatrixZ) * skinWeights.z;
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+ (p * boneMatrixY) * skinWeights.y +
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+ (p * boneMatrixZ) * skinWeights.z;
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if(skinWeights.w > 0.0) {
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transformed += (p * boneMatrixW) * skinWeights.w;
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}
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@@ -21,8 +21,8 @@ class Utils extends hxsl.Shader {
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function applySkinVec(v : Vec3) : Vec3 {
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var transformed = (v * mat3(boneMatrixX)) * skinWeights.x +
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- (v * mat3(boneMatrixY)) * skinWeights.y +
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- (v * mat3(boneMatrixZ)) * skinWeights.z;
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+ (v * mat3(boneMatrixY)) * skinWeights.y +
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+ (v * mat3(boneMatrixZ)) * skinWeights.z;
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if(skinWeights.w > 0.0) {
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transformed += (v * mat3(boneMatrixW)) * skinWeights.w;
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}
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