Updated dli shader to match mesh definition 47/301047/1
authorDavid Steele <david.steele@samsung.com>
Tue, 7 Nov 2023 13:52:37 +0000 (13:52 +0000)
committerDavid Steele <david.steele@samsung.com>
Tue, 7 Nov 2023 13:52:37 +0000 (13:52 +0000)
Change-Id: Ib4ffb370241f4b472b4ec98cd09c83922960a4ce

resources/shaders/dli_pbr.vsh

index 92f6c29fa11a261bb215006abb89fb2c896f167d..e54ae3abd938c8e750c5ace4d0818a25498f871f 100644 (file)
@@ -31,8 +31,8 @@ uniform mat4 uModelView;
 uniform mat4 uProjection;
 
 #ifdef SKINNING
-  in vec4 aJoints;
-  in vec4 aWeights;
+  in vec4 aJoints0;
+  in vec4 aWeights0;
   #define MAX_BONES 64
   uniform mat4 uBone[MAX_BONES];
 #endif
@@ -123,10 +123,10 @@ void main()
 #endif
 
 #ifdef SKINNING
-  mat4 bone = uBone[int(aJoints.x)] * aWeights.x +
-    uBone[int(aJoints.y)] * aWeights.y +
-    uBone[int(aJoints.z)] * aWeights.z +
-    uBone[int(aJoints.w)] * aWeights.w;
+  mat4 bone = uBone[int(aJoints0.x)] * aWeights0.x +
+    uBone[int(aJoints0.y)] * aWeights0.y +
+    uBone[int(aJoints0.z)] * aWeights0.z +
+    uBone[int(aJoints0.w)] * aWeights0.w;
   position = bone * position;
   normal = (bone * vec4(normal, 0.0)).xyz;
   tangent = (bone * vec4(tangent, 0.0)).xyz;