mirror of https://github.com/bjornbytes/lovr.git
Make bone IDs unsigned for WebGL;
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@ -1877,7 +1877,7 @@ Shader* lovrShaderInitGraphics(Shader* shader, const char* vertexSource, const c
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// Generic attributes
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lovrGpuUseProgram(program);
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glVertexAttrib4fv(LOVR_SHADER_VERTEX_COLOR, (float[4]) { 1., 1., 1., 1. });
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glVertexAttribI4iv(LOVR_SHADER_BONES, (int[4]) { 0., 0., 0., 0. });
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glVertexAttribI4uiv(LOVR_SHADER_BONES, (uint32_t[4]) { 0., 0., 0., 0. });
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glVertexAttrib4fv(LOVR_SHADER_BONE_WEIGHTS, (float[4]) { 1., 0., 0., 0. });
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lovrShaderSetupUniforms(shader);
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@ -20,7 +20,7 @@ const char* lovrShaderVertexPrefix = ""
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"in vec2 lovrTexCoord; \n"
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"in vec4 lovrVertexColor; \n"
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"in vec3 lovrTangent; \n"
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"in ivec4 lovrBones; \n"
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"in uvec4 lovrBones; \n"
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"in vec4 lovrBoneWeights; \n"
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"in uint lovrDrawID; \n"
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"out vec2 texCoord; \n"
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