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[glsl] Handle verts with no bones
Same issue as in vulkan (surprise surprise, considering the glsl code came first).
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@ -601,6 +601,10 @@ main (void)
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m += bonemats[int (vbones.y)] * vweights.y;
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m += bonemats[int (vbones.z)] * vweights.z;
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m += bonemats[int (vbones.w)] * vweights.w;
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m += mat4(1,0,0,0,
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0,1,0,0,
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0,0,1,0,
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0,0,0,1) * (1 - dot(vweights, vec4(1,1,1,1)));
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#if 0
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q0 = m[0];
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qe = m[1];
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