📄 skinning.vert
字号:
attribute vec4 bone;
attribute vec4 weight;
uniform mat4 boneMatrices[60];
void main()
{
vec4 blendVertex;
vec4 blendWeight = weight;
ivec4 blendBone = ivec4(bone);
for(int i = 0; i < 4; i++)
{
if(blendWeight.x > 0.0)
{
blendVertex += vec4((boneMatrices[blendBone.x] * gl_Vertex).xyz, 1.0) * blendWeight.x;
blendBone = blendBone.yzwx;
blendWeight = blendWeight.yzwx;
}
else break;
}
gl_Position = gl_ModelViewProjectionMatrix * blendVertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
vec4 ecPos = gl_ModelViewMatrix * gl_Vertex;
gl_FogFragCoord = abs(ecPos.z);
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -