Fixed tangent and normal argument position in Skinning.glsllib

This commit is contained in:
Nehon 2017-04-01 05:44:53 +02:00
parent 10b23db94d
commit c154a47b02

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@ -46,7 +46,7 @@ void Skinning_Compute(inout vec4 position, inout vec3 normal){
}
}
void Skinning_Compute(inout vec4 position, inout vec3 tangent, inout vec3 normal){
void Skinning_Compute(inout vec4 position, , inout vec3 normal, inout vec3 tangent){
if (inHWBoneWeight.x != 0.0) {
#if NUM_WEIGHTS_PER_VERT == 1
position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;