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@ -17,6 +17,13 @@ uniform vs_params {
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};
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};
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uniform sampler2D bones_tex;
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uniform sampler2D bones_tex;
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float decode_normalized_float32(vec4 v)
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{
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float sign = 2.0 * v.x - 1.0;
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return sign * (v.z*255.0 + v.y);
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}
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// in textures, color elements are delivered as unsigend normalize floats
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// in textures, color elements are delivered as unsigend normalize floats
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// in [0, 1]. This makes them into [-1, 1] as the bone matrices require
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// in [0, 1]. This makes them into [-1, 1] as the bone matrices require
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// such values to be correct
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// such values to be correct
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@ -31,13 +38,14 @@ vec4 make_signed_again(vec4 v) {
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void main() {
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void main() {
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vec4 total_position = vec4(0.0f);
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vec4 total_position = vec4(0.0f);
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for(int i = 0; i < 4; i++)
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for(int bone_influence_index = 0; bone_influence_index < 4; bone_influence_index++)
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{
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{
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float index_float = indices_in[i];
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float index_float = indices_in[bone_influence_index];
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int index = int(index_float * 65535.0);
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int index = int(index_float * 65535.0);
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float weight = weights_in[i];
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float weight = weights_in[bone_influence_index];
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float y_coord = (0.5 + index)/bones_tex_size.y;
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float y_coord = (0.5 + index)/bones_tex_size.y;
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vec4 col0 = texture(bones_tex, vec2((0.5 + 0)/bones_tex_size.x, y_coord));
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vec4 col0 = texture(bones_tex, vec2((0.5 + 0)/bones_tex_size.x, y_coord));
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vec4 col1 = texture(bones_tex, vec2((0.5 + 1)/bones_tex_size.x, y_coord));
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vec4 col1 = texture(bones_tex, vec2((0.5 + 1)/bones_tex_size.x, y_coord));
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vec4 col2 = texture(bones_tex, vec2((0.5 + 2)/bones_tex_size.x, y_coord));
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vec4 col2 = texture(bones_tex, vec2((0.5 + 2)/bones_tex_size.x, y_coord));
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