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Fixed improper casting
- Made a mistake on the casting in the shader that only worked for Intel
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@ -169,7 +169,7 @@ void AddWeightedBone(uint boneIndex, float weight, inout vec4 position, inout ve
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{
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if (weight != 0.0)
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{
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mat4 transform = bones[uBoneIndexBase + (int)boneIndex];
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mat4 transform = bones[uBoneIndexBase + int(boneIndex)];
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mat3 rotation = mat3(transform);
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position += (transform * aPosition) * weight;
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normal += (rotation * aNormal.xyz) * weight;
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