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
#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;