[glsl] Handle verts with no bones

Same issue as in vulkan (surprise surprise, considering the glsl code
came first).
This commit is contained in:
Bill Currie 2024-01-09 20:42:18 +09:00
parent 119e9766b9
commit c01c4180f3

View file

@ -601,6 +601,10 @@ main (void)
m += bonemats[int (vbones.y)] * vweights.y;
m += bonemats[int (vbones.z)] * vweights.z;
m += bonemats[int (vbones.w)] * vweights.w;
m += mat4(1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1) * (1 - dot(vweights, vec4(1,1,1,1)));
#if 0
q0 = m[0];
qe = m[1];