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synced 2026-04-26 16:47:25 -04:00
Remove trailing spaces on shaders
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@ -26,17 +26,17 @@ void main()
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int boneIndex1 = int(vertexBoneIndices.y);
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int boneIndex2 = int(vertexBoneIndices.z);
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int boneIndex3 = int(vertexBoneIndices.w);
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vec4 skinnedPosition =
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vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
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vec4 skinnedNormal =
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vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexNormal, 0.0)) +
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vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexNormal, 0.0)) +
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vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexNormal, 0.0)) +
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vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexNormal, 0.0)) +
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vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexNormal, 0.0)) +
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vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexNormal, 0.0));
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skinnedNormal.w = 0.0;
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