Working on script to reduce bones
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db456bde09
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5d427af9f7
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@@ -10,7 +10,7 @@ varying float fogDistance;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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uniform vec3 uPlayerEyePos;
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void main()
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@@ -6,8 +6,6 @@ varying vec2 texCoord;
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void main()
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{
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vec4 color = texture2D(Texture,texCoord).rgba;
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//gl_FragColor = vec4(color.rgb*0.1 + vec3(0.9, 0.9, 0.9), 1.0);
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gl_FragColor = vec4(color.rgb, color.a * uAlpha);
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}
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@@ -10,7 +10,7 @@ varying float fogDistance;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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uniform vec3 uPlayerEyePos;
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void main()
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@@ -14,7 +14,7 @@ varying float fogDistance;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uLightFromCamera;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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uniform vec3 uPlayerEyePos;
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void main()
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@@ -13,7 +13,7 @@ varying vec3 fragNormal;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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uniform vec3 uPlayerEyePos;
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void main()
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@@ -15,7 +15,7 @@ varying vec3 fragViewPos;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uLightFromCamera;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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uniform vec3 uPlayerEyePos;
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void main()
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@@ -6,7 +6,7 @@ attribute vec4 aBoneWeights0;
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attribute vec2 aBoneWeights1;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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void main()
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{
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@@ -8,7 +8,7 @@ attribute vec2 aBoneWeights1;
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varying vec2 texCoord;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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void main()
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{
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@@ -13,7 +13,7 @@ varying vec3 fragNormal;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uLightFromCamera;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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void main()
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{
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