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Timestamp:
Nov 11, 2018, 5:37:35 PM (5 years ago)
Author:
wiesep
Message:

Working version

File:
1 edited

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  • data/branches/Shader_HS18/programs/OLD/skinningTwoWeightsVp.glsl

    r12083 r12096  
    1616        vec3 blendPos = vec3(0,0,0);
    1717        vec3 blendNorm = vec3(0,0,0);
    18        
     18
    1919        for (int bone = 0; bone < 2; ++bone)
    2020        {
     
    3030                worldMatrix[2] = worldMatrix3x4Array[idx + 2];
    3131                worldMatrix[3] = vec4(0);
    32                 // now weight this into final 
     32                // now weight this into final
    3333            float weight = blendWeights[bone];
    3434                blendPos += (gl_Vertex * worldMatrix).xyz * weight;
    35                
     35
    3636                mat3 worldRotMatrix = mat3(worldMatrix[0].xyz, worldMatrix[1].xyz, worldMatrix[2].xyz);
    3737                blendNorm += (gl_Normal * worldRotMatrix) * weight;
     
    4747        vec3 lightDir1 = normalize(
    4848                lightPos[1].xyz -  (blendPos.xyz * lightPos[1].w));
    49                
     49
    5050        gl_FrontSecondaryColor = vec4(0);
    51         gl_FrontColor = vec4(0.5, 0.5, 0.5, 1.0) 
     51        gl_FrontColor = vec4(0.5, 0.5, 0.5, 1.0)
    5252                + clamp(dot(lightDir0, blendNorm), 0.0, 1.0) * lightDiffuseColour[0]
    5353                + clamp(dot(lightDir1, blendNorm), 0.0, 1.0) * lightDiffuseColour[1];
    5454
    5555        gl_TexCoord[0] = gl_MultiTexCoord0;
    56        
     56
    5757}
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