danini-the-panini/mittsu-opengl

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lib/mittsu/opengl/shader/chunks/skinning_vertex.glsl

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#ifdef USE_SKINNING

    #ifdef USE_MORPHTARGETS

    vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );

    #else

    vec4 skinVertex = bindMatrix * vec4( position, 1.0 );

    #endif

    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;
    skinned  = bindMatrixInverse * skinned;

#endif