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authorKayomn <kayomn@kayomn.net>2021-02-09 23:09:54 +0000
committerKayomn <kayomn@kayomn.net>2021-02-09 23:09:54 +0000
commitca945421a0a228dd04c722eae127987f06d33693 (patch)
treeb083e068485a097d797d86ca12fcae2233d99599 /servers/rendering/renderer_rd
parent59125d689bb732951113c1378196e8fcaebd4814 (diff)
Accomodate blend shape ranges of -1 to +1
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index b19f5a9ad3..d675e548d7 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -100,7 +100,7 @@ void main() {
for (uint i = 0; i < params.blend_shape_count; i++) {
float w = blend_shape_weights.data[i];
- if (w > 0.0001) {
+ if ((w < 0.0001) || (w > 0.0001)) {
uint base_offset = (params.vertex_count * i + index) * params.vertex_stride;
blend_vertex += uintBitsToFloat(uvec3(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1], src_blend_shapes.data[base_offset + 2])) * w;