skinned mesh shader cleanup

This commit is contained in:
Brad Davis 2018-10-28 16:11:33 -07:00 committed by Karol Suprynowicz
parent 69b4dff1da
commit 4b5f4c3db5
2 changed files with 3 additions and 3 deletions

View file

@ -30,7 +30,7 @@ void evalMeshDeformer(vec4 inPosition, out vec4 outPosition
, vec3 inTangent, out vec3 outTangent
<@endif@>
<@if USE_SKINNING@>
, bool isSkinningEnabled, ivec4 skinClusterIndex, vec4 skinClusterWeight
, bool isSkinningEnabled, uvec4 skinClusterIndex, vec4 skinClusterWeight
<@endif@>
<@if USE_BLENDSHAPE@>
, bool isBlendshapeEnabled, int vertexIndex

View file

@ -55,7 +55,7 @@ mat4 dualQuatToMat4(vec4 real, vec4 dual) {
}
// dual quaternion linear blending
void evalSkinning(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition
void evalSkinning(uvec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition
<@if USE_NORMAL@>
, vec3 inNormal, out vec3 skinnedNormal
<@endif@>
@ -118,7 +118,7 @@ void evalSkinning(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPositio
<@else@> // NOT USE_DUAL_QUATERNION_SKINNING
// LiNEAR BLENDING
void evalSkinning(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition
void evalSkinning(uvec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition
<@if USE_NORMAL@>
, vec3 inNormal, out vec3 skinnedNormal
<@endif@>