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@@ -98,6 +98,9 @@ function WebGLMorphtargets( gl ) {
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}
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+ // GLSL shader uses formula baseinfluence * base + sum(target * influence)
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+ // This allows us to switch between absolute morphs and relative morphs without changing shader code
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+ // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
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var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
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program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
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