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skinned mesh shader cleanup
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2 changed files with 3 additions and 3 deletions
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@ -30,7 +30,7 @@ void evalMeshDeformer(vec4 inPosition, out vec4 outPosition
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, vec3 inTangent, out vec3 outTangent
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<@endif@>
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<@if USE_SKINNING@>
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, bool isSkinningEnabled, ivec4 skinClusterIndex, vec4 skinClusterWeight
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, bool isSkinningEnabled, uvec4 skinClusterIndex, vec4 skinClusterWeight
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<@endif@>
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<@if USE_BLENDSHAPE@>
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, bool isBlendshapeEnabled, int vertexIndex
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@ -55,7 +55,7 @@ mat4 dualQuatToMat4(vec4 real, vec4 dual) {
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}
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// dual quaternion linear blending
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void evalSkinning(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition
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void evalSkinning(uvec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition
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<@if USE_NORMAL@>
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, vec3 inNormal, out vec3 skinnedNormal
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<@endif@>
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@ -118,7 +118,7 @@ void evalSkinning(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPositio
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<@else@> // NOT USE_DUAL_QUATERNION_SKINNING
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// LiNEAR BLENDING
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void evalSkinning(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition
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void evalSkinning(uvec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition
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<@if USE_NORMAL@>
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, vec3 inNormal, out vec3 skinnedNormal
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<@endif@>
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