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@@ -153,48 +153,6 @@ void main() {
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uv += 1e-5;
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}
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-#ifdef USE_ATTRIBUTES
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-#if 0
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- if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
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- //skeleton transform
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- ivec4 bone_indicesi = ivec4(bone_indices);
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-
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- uvec2 tex_ofs = bone_indicesi.x * 2;
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-
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- mat2x4 m;
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- m = mat2x4(
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- texelFetch(skeleton_buffer, tex_ofs + 0),
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- texelFetch(skeleton_buffer, tex_ofs + 1)) *
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- bone_weights.x;
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-
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- tex_ofs = bone_indicesi.y * 2;
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-
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- m += mat2x4(
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- texelFetch(skeleton_buffer, tex_ofs + 0),
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- texelFetch(skeleton_buffer, tex_ofs + 1)) *
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- bone_weights.y;
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-
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- tex_ofs = bone_indicesi.z * 2;
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-
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- m += mat2x4(
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- texelFetch(skeleton_buffer, tex_ofs + 0),
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- texelFetch(skeleton_buffer, tex_ofs + 1)) *
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- bone_weights.z;
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-
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- tex_ofs = bone_indicesi.w * 2;
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-
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- m += mat2x4(
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- texelFetch(skeleton_buffer, tex_ofs + 0),
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- texelFetch(skeleton_buffer, tex_ofs + 1)) *
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- bone_weights.w;
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-
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- mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse;
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-
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- //outvec = bone_matrix * outvec;
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- }
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-#endif
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-#endif
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-
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vertex = (canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
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vertex_interp = vertex;
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