shteeve Posted October 31, 2014 Share Posted October 31, 2014 Hey all, I've just discovered the amazing world of fragment and vertex shaders! But I'm finding that when a custom shader is assigned to a mesh deformed by a skeleton, the mesh snaps back to its undeformed state. I'm assuming this is because the "position" and "normal" attributes passed to the custom shader are pre-deformation. is that a correct assessment? is there any way around this? (Like perhaps some sort of "deformed_position" attribute instead of "position") Thanks! Quote Link to comment Share on other sites More sharing options...
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