Commit 70855987c576b9bdf872cac8f9b9e5a11cdddfce

Authored by David Steele
1 parent e40ff921

Updated dli shader to match mesh definition

Change-Id: Ib4ffb370241f4b472b4ec98cd09c83922960a4ce
Showing 1 changed file with 6 additions and 6 deletions
resources/shaders/dli_pbr.vsh
... ... @@ -31,8 +31,8 @@ uniform mat4 uModelView;
31 31 uniform mat4 uProjection;
32 32  
33 33 #ifdef SKINNING
34   - in vec4 aJoints;
35   - in vec4 aWeights;
  34 + in vec4 aJoints0;
  35 + in vec4 aWeights0;
36 36 #define MAX_BONES 64
37 37 uniform mat4 uBone[MAX_BONES];
38 38 #endif
... ... @@ -123,10 +123,10 @@ void main()
123 123 #endif
124 124  
125 125 #ifdef SKINNING
126   - mat4 bone = uBone[int(aJoints.x)] * aWeights.x +
127   - uBone[int(aJoints.y)] * aWeights.y +
128   - uBone[int(aJoints.z)] * aWeights.z +
129   - uBone[int(aJoints.w)] * aWeights.w;
  126 + mat4 bone = uBone[int(aJoints0.x)] * aWeights0.x +
  127 + uBone[int(aJoints0.y)] * aWeights0.y +
  128 + uBone[int(aJoints0.z)] * aWeights0.z +
  129 + uBone[int(aJoints0.w)] * aWeights0.w;
130 130 position = bone * position;
131 131 normal = (bone * vec4(normal, 0.0)).xyz;
132 132 tangent = (bone * vec4(tangent, 0.0)).xyz;
... ...