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@@ -17,37 +17,40 @@ layout(location = 5) in vec4 VertexTexoffsets;
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-const include_bones_vertex_source = `#if BONE_INFLUENCERS > 0
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-
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- mat4 influence = mBones[int(matricesIndices[0])] * matricesWeights[0];
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- #if BONE_INFLUENCERS > 1
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- influence += mBones[int(matricesIndices[1])] * matricesWeights[1];
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- #if BONE_INFLUENCERS > 2
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- influence += mBones[int(matricesIndices[2])] * matricesWeights[2];
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- #if BONE_INFLUENCERS > 3
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- influence += mBones[int(matricesIndices[3])] * matricesWeights[3];
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-// #if BONE_INFLUENCERS > 4
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-// influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];
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-// #if BONE_INFLUENCERS > 5
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-// influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];
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-// #if BONE_INFLUENCERS > 6
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-// influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];
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-// #if BONE_INFLUENCERS > 7
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-// influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];
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-// #endif
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-// #endif
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-// #endif
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-// #endif
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+const include_bones_vertex_source = `#ifdef BONE_INFLUENCERS
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+ #if BONE_INFLUENCERS > 0
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+
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+ mat4 influence = mBones[int(matricesIndices[0])] * matricesWeights[0];
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+ #if BONE_INFLUENCERS > 1
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+ influence += mBones[int(matricesIndices[1])] * matricesWeights[1];
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+ #if BONE_INFLUENCERS > 2
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+ influence += mBones[int(matricesIndices[2])] * matricesWeights[2];
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+ #if BONE_INFLUENCERS > 3
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+ influence += mBones[int(matricesIndices[3])] * matricesWeights[3];
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+ // #if BONE_INFLUENCERS > 4
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+ // influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];
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+ // #if BONE_INFLUENCERS > 5
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+ // influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];
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+ // #if BONE_INFLUENCERS > 6
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+ // influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];
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+ // #if BONE_INFLUENCERS > 7
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+ // influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];
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+ // #endif
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+ // #endif
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+ // #endif
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+ // #endif
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+ #endif
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#endif
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#endif
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- #endif
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- finalWorld = finalWorld * influence;
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+ finalWorld = finalWorld * influence;
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+ #endif
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#endif
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`
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-const include_bones_vertex_declaration_source = `#if BONE_INFLUENCERS > 0
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+const include_bones_vertex_declaration_source = `#ifdef BONE_INFLUENCERS
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+ #if BONE_INFLUENCERS > 0
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uniform mat4 mBones[TOTAL_BONES];
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in vec4 matricesIndices;
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in vec4 matricesWeights;
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@@ -55,6 +58,7 @@ const include_bones_vertex_declaration_source = `#if BONE_INFLUENCERS > 0
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// in vec4 matricesIndicesExtra;
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// in vec4 matricesWeightsExtra;
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// #endif
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+ #endif
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#endif
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`
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