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@@ -59,7 +59,7 @@ vec4 getPosition()
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skinPosition(blendWeight, matrixIndex);
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blendWeight = a_blendWeights[3];
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- matrixIndex = int(a_blendIndices[2]) * 3;
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+ matrixIndex = int(a_blendIndices[3]) * 3;
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skinPosition(blendWeight, matrixIndex);
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return _skinnedPosition;
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@@ -96,7 +96,7 @@ vec3 getTangentSpaceVector(vec3 vector)
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skinTangentSpaceVector(vector, blendWeight, matrixIndex);
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blendWeight = a_blendWeights[3];
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- matrixIndex = int(a_blendIndices[2]) * 3;
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+ matrixIndex = int(a_blendIndices[3]) * 3;
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skinTangentSpaceVector(vector, blendWeight, matrixIndex);
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return _skinnedNormal;
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