bones_vertex_declaration.glsl 249 B

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