skeletal rendering: fix fog source

This commit is contained in:
Bixilon 2022-04-15 20:36:05 +02:00
parent a6cddf133c
commit 84fbe16720
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@ -33,9 +33,10 @@ uniform uint uLight;
#include "minosoft:light"
void main() {
gl_Position = uViewProjectionMatrix * uSkeletalTransforms[vinTransform] * vec4(vinPosition, 1.0f);
vec4 position = uSkeletalTransforms[vinTransform] * vec4(vinPosition, 1.0f);
gl_Position = uViewProjectionMatrix * position;
finTintColor = getLight(uLight & 0xFFu);
finFragmentPosition = vinPosition;
finFragmentPosition = position.xyz;
#include "minosoft:animation/main_vertex"
}