use vec4 uniform array instead of float array
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1d0eaf9371
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@ -1,27 +1,55 @@
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uniform sampler2D morphDataPos;
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uniform sampler2D morphDataPos;
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uniform sampler2D morphDataNor;
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uniform sampler2D morphDataNor;
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uniform vec2 morphScaleOffset;
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uniform vec2 morphScaleOffset;
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uniform float morphWeights[32];
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uniform vec2 morphDataDim;
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uniform vec4 morphWeights[8];
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void getMorphedVertex(vec2 uvCoord, inout vec3 A){
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void getMorphedVertex(vec2 uvCoord, inout vec3 A){
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for(int i = 0; i<32; i++ )
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for(int i = 0; i<8; i++ )
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{
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{
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vec2 tempCoord = uvCoord;
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vec4 tempCoordX = vec4( uvCoord.x);
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tempCoord.y *= i;
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vec4 tempCoordY = vec4( uvCoord.y - (i) * morphDataDim.y,
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vec3 morph = texture(morphDataPos, tempCoord).rgb * morphScaleOffset.x + morphScaleOffset.y;
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uvCoord.y - (i + 1) * morphDataDim.y,
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A += morphWeights[i] * morph;
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uvCoord.y - (i + 2) * morphDataDim.y,
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uvCoord.y - (i + 3) * morphDataDim.y);
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vec3 morph = texture(morphDataPos, vec2(tempCoordX.x, tempCoordY.x)).rgb * morphScaleOffset.x + morphScaleOffset.y;
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A += morphWeights[i].x * morph;
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morph = texture(morphDataPos, vec2(tempCoordX.y, tempCoordY.y)).rgb * morphScaleOffset.x + morphScaleOffset.y;
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A += morphWeights[i].y * morph;
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morph = texture(morphDataPos, vec2(tempCoordX.z, tempCoordY.z)).rgb * morphScaleOffset.x + morphScaleOffset.y;
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A += morphWeights[i].z * morph;
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morph = texture(morphDataPos, vec2(tempCoordX.w, tempCoordY.w)).rgb * morphScaleOffset.x + morphScaleOffset.y;
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A += morphWeights[i].w * morph;
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}
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}
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}
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}
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void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor){
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void getMorphedNormal(vec2 uvCoord, vec3 oldNor, inout vec3 morphNor){
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for(int i = 0; i<32; i++ )
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for(int i = 0; i<8; i++ )
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{
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{
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vec2 tempCoord = uvCoord;
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vec4 tempCoordX = vec4( uvCoord.x);
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tempCoord.y *= i;
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vec4 tempCoordY = vec4( uvCoord.y - (i) * morphDataDim.y,
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vec3 norm = morphWeights[i] + (texture(morphDataNor, tempCoord).rgb * 2.0 - 1.0);
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uvCoord.y - (i + 1) * morphDataDim.y,
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uvCoord.y - (i + 2) * morphDataDim.y,
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uvCoord.y - (i + 3) * morphDataDim.y);
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vec3 norm = oldNor + morphWeights[i].x * (texture(morphDataNor, vec2(tempCoordX.x, tempCoordY.x)).rgb * 2.0 - 1.0);
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morphNor += norm;
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morphNor += norm;
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norm = oldNor + morphWeights[i].y * (texture(morphDataNor, vec2(tempCoordX.y, tempCoordY.y)).rgb * 2.0 - 1.0);
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morphNor += norm;
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norm = oldNor + morphWeights[i].z * (texture(morphDataNor, vec2(tempCoordX.z, tempCoordY.z)).rgb * 2.0 - 1.0);
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morphNor += norm;
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norm = oldNor + morphWeights[i].w * (texture(morphDataNor, vec2(tempCoordX.w, tempCoordY.w)).rgb * 2.0 - 1.0);
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morphNor += norm;
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}
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}
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morphNor += oldNor;
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morphNor = normalize(morphNor);
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morphNor = normalize(morphNor);
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}
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}
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