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skeletal rendering: fix fog source
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@ -33,9 +33,10 @@ uniform uint uLight;
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#include "minosoft:light"
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void main() {
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gl_Position = uViewProjectionMatrix * uSkeletalTransforms[vinTransform] * vec4(vinPosition, 1.0f);
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vec4 position = uSkeletalTransforms[vinTransform] * vec4(vinPosition, 1.0f);
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gl_Position = uViewProjectionMatrix * position;
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finTintColor = getLight(uLight & 0xFFu);
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finFragmentPosition = vinPosition;
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finFragmentPosition = position.xyz;
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#include "minosoft:animation/main_vertex"
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}
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