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; @@ -31,8 +31,8 @@ uniform mat4 uModelView;
31 uniform mat4 uProjection; 31 uniform mat4 uProjection;
32 32
33 #ifdef SKINNING 33 #ifdef SKINNING
34 - in vec4 aJoints;  
35 - in vec4 aWeights; 34 + in vec4 aJoints0;
  35 + in vec4 aWeights0;
36 #define MAX_BONES 64 36 #define MAX_BONES 64
37 uniform mat4 uBone[MAX_BONES]; 37 uniform mat4 uBone[MAX_BONES];
38 #endif 38 #endif
@@ -123,10 +123,10 @@ void main() @@ -123,10 +123,10 @@ void main()
123 #endif 123 #endif
124 124
125 #ifdef SKINNING 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 position = bone * position; 130 position = bone * position;
131 normal = (bone * vec4(normal, 0.0)).xyz; 131 normal = (bone * vec4(normal, 0.0)).xyz;
132 tangent = (bone * vec4(tangent, 0.0)).xyz; 132 tangent = (bone * vec4(tangent, 0.0)).xyz;