13 lines
350 B
GLSL
13 lines
350 B
GLSL
#ifdef USE_SKINNING
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mat4 skinMatrix = mat4( 0.0 );
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skinMatrix += skinWeight.x * boneMatX;
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skinMatrix += skinWeight.y * boneMatY;
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skinMatrix += skinWeight.z * boneMatZ;
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skinMatrix += skinWeight.w * boneMatW;
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skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;
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objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;
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#endif
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