39 lines
931 B
Plaintext
39 lines
931 B
Plaintext
material {
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name : UvMorph,
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requires : [uv0],
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shadingModel : unlit,
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culling: none,
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apiLevel: 2,
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parameters : [
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{
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type : sampler2d,
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name : baseColor
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},
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{
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type : sampler2dArray,
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name : uv0_morph,
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shader: vertex
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}
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]
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}
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vertex {
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void materialVertex(inout MaterialVertexInputs material) {
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#if defined(VARIANT_HAS_SKINNING_OR_MORPHING)
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if ((object_uniforms_flagsChannels & FILAMENT_OBJECT_MORPHING_CUSTOM_BIT) != 0) {
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// Call morphData2 with the sampler that we declared and bound manually.
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morphData2(material.uv0, materialParams_uv0_morph);
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}
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#endif
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}
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}
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fragment {
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.baseColor = texture(materialParams_baseColor, getUV0());
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}
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}
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