[rmodels] Optional GPU skinning (#4321)
* Added optional GPU skinning * Added skinned bone matrices support for different file formats. * Moved new shader locations to end of enum to avoid breaking existing examples. Added gpu skinning on drawing of instanced meshes. * Added GPU skinning example. * Removed variable declaration to avoid shadowing warning.
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11 changed files with 437 additions and 23 deletions
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@ -587,7 +587,8 @@ MODELS = \
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models/models_rlgl_solar_system \
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models/models_skybox \
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models/models_waving_cubes \
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models/models_yaw_pitch_roll
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models/models_yaw_pitch_roll \
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models/models_gpu_skinning
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SHADERS = \
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shaders/shaders_basic_lighting \
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117
examples/models/models_gpu_skinning.c
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examples/models/models_gpu_skinning.c
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/*******************************************************************************************
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*
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* raylib [core] example - Doing skinning on the gpu using a vertex shader
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2024 Daniel Holden (@orangeduck)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - GPU skinning");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load gltf model
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Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
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// Load skinning shader
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Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
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characterModel.materials[1].shader = skinningShader;
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// Load gltf model animations
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int animsCount = 0;
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unsigned int animIndex = 0;
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unsigned int animCurrentFrame = 0;
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ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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// Select current animation
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if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
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else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
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// Update model animation
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ModelAnimation anim = modelAnimations[animIndex];
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animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
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UpdateModelAnimationBoneMatrices(characterModel, anim, animCurrentFrame);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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// Draw character
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characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
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UpdateModelAnimationBoneMatrices(characterModel, anim, animCurrentFrame);
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DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModelAnimations(modelAnimations, animsCount);
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UnloadModel(characterModel); // Unload character model and meshes/material
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UnloadShader(skinningShader);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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17
examples/models/resources/shaders/glsl100/skinning.fs
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examples/models/resources/shaders/glsl100/skinning.fs
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#version 100
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture(texture0, fragTexCoord);
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finalColor = texelColor*colDiffuse*fragColor;
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}
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examples/models/resources/shaders/glsl100/skinning.vs
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examples/models/resources/shaders/glsl100/skinning.vs
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#version 100
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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in vec4 vertexBoneIds;
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in vec4 vertexBoneWeights;
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#define MAX_BONE_NUM 128
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uniform mat4 boneMatrices[MAX_BONE_NUM];
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uniform mat4 mvp;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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void main()
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{
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int boneIndex0 = int(vertexBoneIds.x);
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int boneIndex1 = int(vertexBoneIds.y);
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int boneIndex2 = int(vertexBoneIds.z);
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int boneIndex3 = int(vertexBoneIds.w);
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vec4 skinnedPosition =
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vertexBoneWeights.x * (boneMatrices[boneIndex0] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.y * (boneMatrices[boneIndex1] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.z * (boneMatrices[boneIndex2] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.w * (boneMatrices[boneIndex3] * vec4(vertexPosition, 1.0f));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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gl_Position = mvp * skinnedPosition;
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}
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examples/models/resources/shaders/glsl330/skinning.fs
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examples/models/resources/shaders/glsl330/skinning.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture(texture0, fragTexCoord);
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finalColor = texelColor*colDiffuse*fragColor;
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}
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examples/models/resources/shaders/glsl330/skinning.vs
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examples/models/resources/shaders/glsl330/skinning.vs
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#version 330
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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in vec4 vertexBoneIds;
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in vec4 vertexBoneWeights;
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#define MAX_BONE_NUM 128
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uniform mat4 boneMatrices[MAX_BONE_NUM];
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uniform mat4 mvp;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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void main()
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{
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int boneIndex0 = int(vertexBoneIds.x);
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int boneIndex1 = int(vertexBoneIds.y);
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int boneIndex2 = int(vertexBoneIds.z);
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int boneIndex3 = int(vertexBoneIds.w);
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vec4 skinnedPosition =
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vertexBoneWeights.x * (boneMatrices[boneIndex0] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.y * (boneMatrices[boneIndex1] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.z * (boneMatrices[boneIndex2] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.w * (boneMatrices[boneIndex3] * vec4(vertexPosition, 1.0f));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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gl_Position = mvp * skinnedPosition;
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}
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