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HuangJiPC / public / static / three / src / renderers / shaders / ShaderChunk / skinning_vertex.glsl.js
@zhangdeliang zhangdeliang on 21 Jun 400 bytes update
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
`;