Fitted mesh
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@@ -26,26 +26,45 @@
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ATTRIBUTE vec4 weight4;
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uniform mat4 matrixPalette[32];
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uniform mat3 matrixPalette[64];
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uniform vec3 translationPalette[64];
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mat4 getObjectSkinnedTransform()
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{
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float w0 = fract(weight4.x);
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float w1 = fract(weight4.y);
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float w2 = fract(weight4.z);
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float w3 = fract(weight4.w);
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int i;
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int i0 = int(floor(weight4.x));
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int i1 = int(floor(weight4.y));
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int i2 = int(floor(weight4.z));
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int i3 = int(floor(weight4.w));
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vec4 w = fract(weight4);
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vec4 index = floor(weight4);
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//float scale = 1.0/(w.x+w.y+w.z+w.w);
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//w *= scale;
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mat4 mat = matrixPalette[i0]*w0;
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mat += matrixPalette[i1]*w1;
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mat += matrixPalette[i2]*w2;
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mat += matrixPalette[i3]*w3;
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index = min(index, vec4(63.0));
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index = max(index, vec4( 0.0));
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return mat;
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float scale = 1.0/(w.x+w.y+w.z+w.w);
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w *= scale;
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int i1 = int(index.x);
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int i2 = int(index.y);
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int i3 = int(index.z);
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int i4 = int(index.w);
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mat3 mat = matrixPalette[i1]*w.x;
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mat += matrixPalette[i2]*w.y;
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mat += matrixPalette[i3]*w.z;
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mat += matrixPalette[i4]*w.w;
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vec3 trans = translationPalette[i1]*w.x;
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trans += translationPalette[i2]*w.y;
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trans += translationPalette[i3]*w.z;
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trans += translationPalette[i4]*w.w;
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mat4 ret;
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ret[0] = vec4(mat[0], 0);
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ret[1] = vec4(mat[1], 0);
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ret[2] = vec4(mat[2], 0);
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ret[3] = vec4(trans, 1.0);
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return ret;
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}
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