mirror of https://github.com/bjornbytes/lovr.git
Use pose instead of boneTransform;
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@ -36,7 +36,7 @@ static void renderNode(Model* model, int nodeIndex) {
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Shader* shader = lovrGraphicsGetActiveShader();
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if (shader) {
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lovrShaderSetMatrix(shader, "lovrBoneTransforms", model->pose, MAX_BONES * 16);
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lovrShaderSetMatrix(shader, "lovrPose", model->pose, MAX_BONES * 16);
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}
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for (int i = 0; i < node->primitives.length; i++) {
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@ -31,7 +31,7 @@ const char* lovrShaderVertexPrefix = ""
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"uniform mat4 lovrTransform; \n"
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"uniform mat3 lovrNormalMatrix; \n"
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"uniform float lovrPointSize; \n"
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"uniform mat4 lovrBoneTransforms[MAX_BONES]; \n"
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"uniform mat4 lovrPose[MAX_BONES]; \n"
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"#line 0 \n";
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const char* lovrShaderFragmentPrefix = ""
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@ -55,12 +55,13 @@ const char* lovrShaderVertexSuffix = ""
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"void main() { \n"
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" texCoord = lovrTexCoord; \n"
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" vertexColor = lovrVertexColor; \n"
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" mat4 boneTransform = lovrBoneTransforms[lovrBones[0]] * lovrBoneWeights[0]; \n"
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" boneTransform += lovrBoneTransforms[lovrBones[1]] * lovrBoneWeights[1]; \n"
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" boneTransform += lovrBoneTransforms[lovrBones[2]] * lovrBoneWeights[2]; \n"
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" boneTransform += lovrBoneTransforms[lovrBones[3]] * lovrBoneWeights[3]; \n"
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" mat4 pose = \n"
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" lovrPose[lovrBones[0]] * lovrBoneWeights[0] + \n"
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" lovrPose[lovrBones[1]] * lovrBoneWeights[1] + \n"
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" lovrPose[lovrBones[2]] * lovrBoneWeights[2] + \n"
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" lovrPose[lovrBones[3]] * lovrBoneWeights[3]; \n"
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" gl_PointSize = lovrPointSize; \n"
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" gl_Position = position(lovrProjection, lovrTransform, boneTransform * vec4(lovrPosition, 1.0)); \n"
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" gl_Position = position(lovrProjection, lovrTransform, pose * vec4(lovrPosition, 1.0)); \n"
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"}";
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const char* lovrShaderFragmentSuffix = ""
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