@@ -3,8 +3,6 @@ A glsllib that perform morph animation.
33Note that it only handles morphing position, normals and tangents.
44*/
55#ifdef NUM_MORPH_TARGETS
6- vec3 dummy_norm = vec3(0.0);
7- vec3 dummy_tan = vec3(0.0);
86 #define NUM_BUFFERS NUM_MORPH_TARGETS * NUM_TARGETS_BUFFERS
97 #if (NUM_BUFFERS > 0)
108 uniform float m_MorphWeights[NUM_MORPH_TARGETS];
@@ -98,7 +96,7 @@ Note that it only handles morphing position, normals and tangents.
9896 }
9997
10098 float Get_Inverse_Weights_Sum(){
101- float sum = 0;
99+ float sum = 0.0 ;
102100 for( int i = 0;i < NUM_MORPH_TARGETS; i++){
103101 sum += m_MorphWeights[i];
104102 }
@@ -175,10 +173,10 @@ Note that it only handles morphing position, normals and tangents.
175173
176174 void Morph_Compute(inout vec4 pos){
177175 #if (NUM_TARGETS_BUFFERS == 2)
178- Morph_Compute_Pos_Norm(pos,dummy_norm );
176+ Morph_Compute_Pos_Norm(pos,vec3(0.0) );
179177 return;
180178 #elif (NUM_TARGETS_BUFFERS == 3)
181- Morph_Compute_Pos_Norm_Tan(pos, dummy_norm, dummy_tan );
179+ Morph_Compute_Pos_Norm_Tan(pos, vec3(0.0), vec3(0.0) );
182180 return;
183181 #endif
184182 Morph_Compute_Pos(pos);
@@ -189,7 +187,7 @@ Note that it only handles morphing position, normals and tangents.
189187 Morph_Compute_Pos(pos);
190188 return;
191189 #elif (NUM_TARGETS_BUFFERS == 3)
192- Morph_Compute_Pos_Norm_Tan(pos, dummy_norm, dummy_tan );
190+ Morph_Compute_Pos_Norm_Tan(pos, vec3(0.0), vec3(0.0) );
193191 return;
194192 #elif (NUM_TARGETS_BUFFERS == 2)
195193 Morph_Compute_Pos_Norm(pos, norm);
0 commit comments