Working sprite rendering. Removed bone transforms for now.
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Regular → Executable
+2
-1
@@ -65,7 +65,8 @@ void main()
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+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
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}
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gl_Position = MVP * boneTransform * vec4(Position, 1.0);
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//gl_Position = MVP * boneTransform * vec4(Position, 1.0);
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gl_Position = MVP * vec4(Position, 1.0);
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Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
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Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
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