From aa0d1c27d431b2875a8b8293eed2634e3e68e9b7 Mon Sep 17 00:00:00 2001 From: Colin Cornaby Date: Mon, 3 Jun 2024 21:12:30 -0700 Subject: [PATCH] Fix for skinning blend matrix being multiplied in wrong order Affects the single weight animations in places like Garden. --- .../pfMetalPipeline/ShaderSrc/FixedPipelineShaders.metal | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Sources/Plasma/FeatureLib/pfMetalPipeline/ShaderSrc/FixedPipelineShaders.metal b/Sources/Plasma/FeatureLib/pfMetalPipeline/ShaderSrc/FixedPipelineShaders.metal index 6b9bbc8884..7623c5c186 100644 --- a/Sources/Plasma/FeatureLib/pfMetalPipeline/ShaderSrc/FixedPipelineShaders.metal +++ b/Sources/Plasma/FeatureLib/pfMetalPipeline/ShaderSrc/FixedPipelineShaders.metal @@ -193,7 +193,7 @@ vertex ColorInOut pipelineVertexShader(Vertex in [[stage_in]], float4 position = float4(in.position, 1.f) * uniforms.localToWorldMatrix; if (temp_hasOnlyWeight1) { - const float4 position2 = blendMatrix1 * float4(in.position, 1.f); + const float4 position2 = float4(in.position, 1.f) * blendMatrix1; position = (in.weight1 * position) + ((1.f - in.weight1) * position2); }