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authorKayomn <kayomn@kayomn.net>2021-02-17 03:34:48 +0000
committerKayomn <kayomn@kayomn.net>2021-02-17 10:30:29 +0100
commitfa8a47e1bf9e3bdd961a7c6bc983bfc600356a7c (patch)
tree5dbf45c4f4e116d11042a315284d9f04b9fd1b31 /servers/rendering/renderer_rd
parent7f63d6e848399d37915205da0829e839a8bcdaf4 (diff)
Fix math error in blend shape application tolerance
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 d675e548d7..680d1045cd 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) || (w > 0.0001)) {
+ if (abs(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;