WIP
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 PVM;
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uniform mat4 Bones[100];
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@@ -27,7 +25,7 @@ void main()
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
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gl_Position = PVM*boneTransform * vec4(Position, 1.0);
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Output.Position = vec3(0.0);
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}
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