bones_vertex_declaration.glsl 288 B

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  1. #ifdef BONE_INFLUENCERS
  2. #if BONE_INFLUENCERS > 0
  3. uniform mat4 mBones[TOTAL_BONES];
  4. in vec4 matricesIndices;
  5. in vec4 matricesWeights;
  6. // #if BONE_INFLUENCERS > 4
  7. // in vec4 matricesIndicesExtra;
  8. // in vec4 matricesWeightsExtra;
  9. // #endif
  10. #endif
  11. #endif