Fixing the skinning shaders sizing problems

This commit is contained in:
Bradley Austin Davis 2015-08-03 18:44:51 -07:00
parent 3da2a1c64c
commit 1a589160f4
2 changed files with 3 additions and 6 deletions

View file

@ -192,11 +192,8 @@ void Model::RenderPipelineLib::initLocations(gpu::ShaderPointer& program, Model:
locations.clusterMatrices = program->getUniforms().findLocation("clusterMatrices");
locations.clusterIndices = program->getInputs().findLocation("clusterIndices");;
locations.clusterWeights = program->getInputs().findLocation("clusterWeights");;
locations.clusterIndices = program->getInputs().findLocation("inSkinClusterIndex");
locations.clusterWeights = program->getInputs().findLocation("inSkinClusterWeight");
}
AbstractViewStateInterface* Model::_viewState = NULL;

View file

@ -55,7 +55,7 @@ void main(void) {
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
<$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
<$transformModelToEyeDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>