Animations PROBABLY works fine if all joints got keyframes.
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@@ -3,6 +3,7 @@
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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 Bones[100];
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -20,9 +21,17 @@ out VertexData{
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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Output.Position = Position;
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mat4 boneTransform = mat4(1);
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boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
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+ BoneWeights[1] * Bones[int(BoneIndices[1])]
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+ BoneWeights[2] * Bones[int(BoneIndices[2])]
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
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Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = vec3(M * vec4(Normal, 0.0));
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}
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