Fixed improper casting

- Made a mistake on the casting in the shader that only worked for Intel
This commit is contained in:
Shiny Metagross 2022-09-05 11:47:34 -07:00
parent 19b2105181
commit 1835362a0c

View file

@ -169,7 +169,7 @@ void AddWeightedBone(uint boneIndex, float weight, inout vec4 position, inout ve
{
if (weight != 0.0)
{
mat4 transform = bones[uBoneIndexBase + (int)boneIndex];
mat4 transform = bones[uBoneIndexBase + int(boneIndex)];
mat3 rotation = mat3(transform);
position += (transform * aPosition) * weight;
normal += (rotation * aNormal.xyz) * weight;