「スケルタルアニメーション」の版間の差分

31行目: 31行目:
layout(location = 3) in uvec4 BoneIndices;// 頂点ごとに持つ
layout(location = 3) in uvec4 BoneIndices;// 頂点ごとに持つ


mat4 skin = BoneTransforms[BoneIndices[0]] * BoneWeights[0]
void main()
          + BoneTransforms[BoneIndices[1]] * BoneWeights[1]
{
          + BoneTransforms[BoneIndices[2]] * BoneWeights[2]
    mat4 skin = BoneTransforms[BoneIndices[0]] * BoneWeights[0]
          + BoneTransforms[BoneIndices[3]] * BoneWeights[3];  
              + BoneTransforms[BoneIndices[1]] * BoneWeights[1]
              + BoneTransforms[BoneIndices[2]] * BoneWeights[2]
              + BoneTransforms[BoneIndices[3]] * BoneWeights[3];  


gl_Position = Projection * View * World * skin * vec4(Position, 1);  
    gl_Position = Projection * View * World * skin * vec4(Position, 1);  
}
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