#version 120 mat2x4 blendTwoWeightsAntipod(vec4 blendWgt, vec4 blendIdx, vec4 dualQuaternions[24]); vec3 calculateBlendPosition(vec3 position, mat2x4 blendDQ); uniform vec4 worldDualQuaternion2x4Array[24]; uniform mat4 viewProjectionMatrix; uniform vec4 ambient; attribute vec4 vertex; attribute vec4 blendIndices; attribute vec4 blendWeights; //Shadow caster pass void main() { mat2x4 blendDQ = blendTwoWeightsAntipod(blendWeights, blendIndices, worldDualQuaternion2x4Array); float len = length(blendDQ[0]); blendDQ /= len; vec3 blendPosition = calculateBlendPosition(vertex.xyz, blendDQ); // view / projection gl_Position = viewProjectionMatrix * vec4(blendPosition, 1.0); gl_FrontColor = ambient; }