RMat4 transfMatrix = (RMat4) getGlobal(SkeletalAnimationShaderVar.G_BONE_TRANSF_MATRIX); GL_POSITION.assign(muMVPMatrix.multiply(transfMatrix).multiply(mgPosition)); mvNormal.assign(normalize(muNormalMatrix.multiply(castMat3(transfMatrix)).multiply(mgNormal))); } else { GL_POSITION.assign(muMVPMatrix.multiply(mgPosition)); mvNormal.assign(normalize(muNormalMatrix.multiply(mgNormal)));
return new RVec4(name); case MAT3: return new RMat3(name); case MAT4: return new RMat4(name);
return new RVec4(name); case MAT3: return new RMat3(name); case MAT4: return new RMat4(name);