From fa8a47e1bf9e3bdd961a7c6bc983bfc600356a7c Mon Sep 17 00:00:00 2001 From: Kayomn Date: Wed, 17 Feb 2021 03:34:48 +0000 Subject: [PATCH] Fix math error in blend shape application tolerance --- servers/rendering/renderer_rd/shaders/skeleton.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl index d675e548d73..680d1045cdb 100644 --- a/servers/rendering/renderer_rd/shaders/skeleton.glsl +++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl @@ -100,7 +100,7 @@ void main() { for (uint i = 0; i < params.blend_shape_count; i++) { float w = blend_shape_weights.data[i]; - if ((w < 0.0001) || (w > 0.0001)) { + if (abs(w) > 0.0001) { uint base_offset = (params.vertex_count * i + index) * params.vertex_stride; blend_vertex += uintBitsToFloat(uvec3(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1], src_blend_shapes.data[base_offset + 2])) * w;