Normalize in shader for broken drivers
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@@ -3,13 +3,13 @@ uniform samplerBuffer skinning_tex;
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layout(location = 0) in vec3 i_position;
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#if defined(Converts_10bit_Vector)
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layout(location = 1) in int i_normal_pked;
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layout(location = 1) in vec4 i_normal_orig;
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#else
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layout(location = 1) in vec4 i_normal;
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#endif
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#if defined(Converts_10bit_Vector)
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layout(location = 5) in int i_tangent_pked;
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layout(location = 5) in vec4 i_tangent_orig;
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#else
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layout(location = 5) in vec4 i_tangent;
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#endif
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@@ -19,7 +19,7 @@ layout(location = 7) in vec4 i_weight;
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layout(location = 8) in vec3 i_origin;
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#if defined(Converts_10bit_Vector)
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layout(location = 9) in int i_rotation_pked;
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layout(location = 9) in vec4 i_rotation_orig;
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#else
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layout(location = 9) in vec4 i_rotation;
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#endif
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@@ -37,9 +37,9 @@ void main()
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{
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#if defined(Converts_10bit_Vector)
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vec4 i_normal = convert10BitVector(i_normal_pked);
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vec4 i_tangent = convert10BitVector(i_tangent_pked);
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vec4 i_rotation = convert10BitVector(i_rotation_pked);
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vec4 i_normal = convert10BitVector(i_normal_orig);
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vec4 i_tangent = convert10BitVector(i_tangent_orig);
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vec4 i_rotation = convert10BitVector(i_rotation_orig);
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#endif
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vec4 idle_position = vec4(i_position, 1.0);
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