Spaces:
Running
Running
export default /* glsl */` | |
#ifdef USE_SKINNING | |
vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 ); | |
vec4 skinned = vec4( 0.0 ); | |
skinned += boneMatX * skinVertex * skinWeight.x; | |
skinned += boneMatY * skinVertex * skinWeight.y; | |
skinned += boneMatZ * skinVertex * skinWeight.z; | |
skinned += boneMatW * skinVertex * skinWeight.w; | |
transformed = ( bindMatrixInverse * skinned ).xyz; | |
#endif | |
`; | |