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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
attribute vec4 weight; //1
uniform vec4 matrixPalette[45];
mat4 getSkinnedTransform()
{
mat4 ret;
int i = int(floor(weight.x));
float x = fract(weight.x);
ret[0] = mix(matrixPalette[i+0], matrixPalette[i+1], x);
ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x);
ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x);
ret[3] = vec4(0,0,0,1);
return ret;
}
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