diff --git a/Shaders/std/morph_target.glsl b/Shaders/std/morph_target.glsl index d9096ef6..b4746238 100644 --- a/Shaders/std/morph_target.glsl +++ b/Shaders/std/morph_target.glsl @@ -7,22 +7,21 @@ uniform vec4 morphWeights[8]; void getMorphedVertex(vec2 uvCoord, inout vec3 A){ for(int i = 0; i<8; i++ ) { - vec4 tempCoordX = vec4( uvCoord.x); - vec4 tempCoordY = vec4( uvCoord.y - (i) * morphDataDim.y, - uvCoord.y - (i + 1) * morphDataDim.y, - uvCoord.y - (i + 2) * morphDataDim.y, - uvCoord.y - (i + 3) * morphDataDim.y); + vec4 tempCoordY = vec4( uvCoord.y - (i * 4) * morphDataDim.y, + uvCoord.y - (i * 4 + 1) * morphDataDim.y, + uvCoord.y - (i * 4 + 2) * morphDataDim.y, + uvCoord.y - (i * 4 + 3) * morphDataDim.y); - vec3 morph = texture(morphDataPos, vec2(tempCoordX.x, tempCoordY.x)).rgb * morphScaleOffset.x + morphScaleOffset.y; + vec3 morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.x)).rgb * morphScaleOffset.x + morphScaleOffset.y; A += morphWeights[i].x * morph; - morph = texture(morphDataPos, vec2(tempCoordX.y, tempCoordY.y)).rgb * morphScaleOffset.x + morphScaleOffset.y; + morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.y)).rgb * morphScaleOffset.x + morphScaleOffset.y; A += morphWeights[i].y * morph; - morph = texture(morphDataPos, vec2(tempCoordX.z, tempCoordY.z)).rgb * morphScaleOffset.x + morphScaleOffset.y; + morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.z)).rgb * morphScaleOffset.x + morphScaleOffset.y; A += morphWeights[i].z * morph; - morph = texture(morphDataPos, vec2(tempCoordX.w, tempCoordY.w)).rgb * morphScaleOffset.x + morphScaleOffset.y; + morph = texture(morphDataPos, vec2(uvCoord.x, tempCoordY.w)).rgb * morphScaleOffset.x + morphScaleOffset.y; A += morphWeights[i].w * morph; } } @@ -31,22 +30,21 @@ void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor){ for(int i = 0; i<8; i++ ) { - vec4 tempCoordX = vec4( uvCoord.x); - vec4 tempCoordY = vec4( uvCoord.y - (i) * morphDataDim.y, - uvCoord.y - (i + 1) * morphDataDim.y, - uvCoord.y - (i + 2) * morphDataDim.y, - uvCoord.y - (i + 3) * morphDataDim.y); + vec4 tempCoordY = vec4( uvCoord.y - (i * 4) * morphDataDim.y, + uvCoord.y - (i * 4 + 1) * morphDataDim.y, + uvCoord.y - (i * 4 + 2) * morphDataDim.y, + uvCoord.y - (i * 4 + 3) * morphDataDim.y); - vec3 norm = oldNor + morphWeights[i].x * (texture(morphDataNor, vec2(tempCoordX.x, tempCoordY.x)).rgb * 2.0 - 1.0); + vec3 norm = oldNor + morphWeights[i].x * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.x)).rgb * 2.0 - 1.0); morphNor += norm; - norm = oldNor + morphWeights[i].y * (texture(morphDataNor, vec2(tempCoordX.y, tempCoordY.y)).rgb * 2.0 - 1.0); + norm = oldNor + morphWeights[i].y * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.y)).rgb * 2.0 - 1.0); morphNor += norm; - norm = oldNor + morphWeights[i].z * (texture(morphDataNor, vec2(tempCoordX.z, tempCoordY.z)).rgb * 2.0 - 1.0); + norm = oldNor + morphWeights[i].z * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.z)).rgb * 2.0 - 1.0); morphNor += norm; - norm = oldNor + morphWeights[i].w * (texture(morphDataNor, vec2(tempCoordX.w, tempCoordY.w)).rgb * 2.0 - 1.0); + norm = oldNor + morphWeights[i].w * (texture(morphDataNor, vec2(uvCoord.x, tempCoordY.w)).rgb * 2.0 - 1.0); morphNor += norm; }