Fix bone transformation of normals

The binding pose had twice the influence on the final normal vectors
that it should have had. Change the shader calcs so the weights end up
correctly.
stable-6.1
Nicolas Hake 2015-03-16 18:13:23 +01:00
parent 7c7aaece30
commit e87c486545
1 changed files with 1 additions and 1 deletions

View File

@ -50,7 +50,7 @@ slice(normal)
normalDir = normalize(gl_NormalMatrix * gl_Normal);
#else
vec4 base_normal = vec4(gl_Normal, 0.0);
vec4 normal = base_normal;
vec4 normal = vec4(0, 0, 0, 0);
normal = merge_bone(normal, base_normal, bones[int(oc_BoneIndices0.x)], oc_BoneWeights0.x);
normal = merge_bone(normal, base_normal, bones[int(oc_BoneIndices0.y)], oc_BoneWeights0.y);
normal = merge_bone(normal, base_normal, bones[int(oc_BoneIndices0.z)], oc_BoneWeights0.z);