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@@ -16,17 +16,17 @@ class SkinTangent extends SkinBase {
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function vertex() {
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transformedPosition =
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- (relativePosition * bonesMatrixes[input.indexes.x]) * input.weights.x +
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- (relativePosition * bonesMatrixes[input.indexes.y]) * input.weights.y +
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- (relativePosition * bonesMatrixes[input.indexes.z]) * input.weights.z;
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+ (relativePosition * bonesMatrixes[int(input.indexes.x)]) * input.weights.x +
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+ (relativePosition * bonesMatrixes[int(input.indexes.y)]) * input.weights.y +
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+ (relativePosition * bonesMatrixes[int(input.indexes.z)]) * input.weights.z;
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transformedNormal = normalize(
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- (input.normal * mat3(bonesMatrixes[input.indexes.x])) * input.weights.x +
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- (input.normal * mat3(bonesMatrixes[input.indexes.y])) * input.weights.y +
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- (input.normal * mat3(bonesMatrixes[input.indexes.z])) * input.weights.z);
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+ (input.normal * mat3(bonesMatrixes[int(input.indexes.x)])) * input.weights.x +
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+ (input.normal * mat3(bonesMatrixes[int(input.indexes.y)])) * input.weights.y +
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+ (input.normal * mat3(bonesMatrixes[int(input.indexes.z)])) * input.weights.z);
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transformedTangent = vec4(normalize(
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- (input.tangent.xyz * mat3(bonesMatrixes[input.indexes.x])) * input.weights.x +
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- (input.tangent.xyz * mat3(bonesMatrixes[input.indexes.y])) * input.weights.y +
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- (input.tangent.xyz * mat3(bonesMatrixes[input.indexes.z])) * input.weights.z
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+ (input.tangent.xyz * mat3(bonesMatrixes[int(input.indexes.x)])) * input.weights.x +
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+ (input.tangent.xyz * mat3(bonesMatrixes[int(input.indexes.y)])) * input.weights.y +
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+ (input.tangent.xyz * mat3(bonesMatrixes[int(input.indexes.z)])) * input.weights.z
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), transformedTangent.w);
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}
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