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Fix strange offset of skinned meshes in HW transform (helmet outside body etc)
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@ -88,6 +88,7 @@ void ComputeVertexShaderID(VertexShaderID *id, int prim) {
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// Okay, d[1] coming up. ==============
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id->d[1] |= gstate.isLightingEnabled() << 24;
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id->d[1] |= ((vertType & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT) << 25;
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if (gstate.isLightingEnabled() || gstate.getUVGenMode() == 2) {
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// Light bits
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for (int i = 0; i < 4; i++) {
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@ -294,7 +295,10 @@ void GenerateVertexShader(int prim, char *buffer) {
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WRITE(p, " vec3 worldpos = vec3(0.0);\n");
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if (hasNormal)
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WRITE(p, " vec3 worldnormal = vec3(0.0);\n");
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int numWeights = 1 + ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT);
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static const float rescale[4] = {0, 2*127.5f/128.f, 2*32767.5f/32768.f, 2.0f};
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float factor = rescale[(vertType & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT];
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for (int i = 0; i < numWeights; i++) {
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const char *weightAttr = boneWeightAttr[i];
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// workaround for "cant do .x of scalar" issue
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@ -304,8 +308,9 @@ void GenerateVertexShader(int prim, char *buffer) {
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if (hasNormal)
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WRITE(p, " worldnormal += %s * (u_bone%i * vec4(a_normal, 0.0)).xyz;\n", weightAttr, i);
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}
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// Finally, multiply by world matrix (yes, we have to).
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WRITE(p, " worldpos = (u_world * vec4(worldpos * 2.0, 1.0)).xyz;\n");
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WRITE(p, " worldpos = (u_world * vec4(worldpos * %f, 1.0)).xyz;\n", factor);
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if (hasNormal)
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WRITE(p, " worldnormal = (u_world * vec4(worldnormal, 0.0)).xyz;\n");
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}
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