Minor cleanup.
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@@ -1368,7 +1368,6 @@ openGLFW(EngineOpenParams *openparams)
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vglInitExtended(0x10000, 960, 544, 0x100000, SCE_GXM_MULTISAMPLE_4X);
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vglInitExtended(0x10000, 960, 544, 0x100000, SCE_GXM_MULTISAMPLE_4X);
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vglSetupRuntimeShaderCompiler(SHARK_OPT_UNSAFE, SHARK_ENABLE, SHARK_ENABLE, SHARK_ENABLE);
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vglSetupRuntimeShaderCompiler(SHARK_OPT_UNSAFE, SHARK_ENABLE, SHARK_ENABLE, SHARK_ENABLE);
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vglUseVram(GL_TRUE);
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vglUseVram(GL_TRUE);
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vglStartRendering();
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makeVideoModeList();
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makeVideoModeList();
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@@ -20,10 +20,10 @@ void main(
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fixed out v_fog : FOG,
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fixed out v_fog : FOG,
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float4 out gl_Position : POSITION
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float4 out gl_Position : POSITION
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) {
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) {
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float4x4 Skin = u_boneMatrices[(int)in_indices.x] * in_weights.x
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float4x4 Skin = u_boneMatrices[(int)(in_indices.x * 255)] * in_weights.x
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+ u_boneMatrices[(int)in_indices.y] * in_weights.y
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+ u_boneMatrices[(int)(in_indices.y * 255)] * in_weights.y
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+ u_boneMatrices[(int)in_indices.z] * in_weights.z
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+ u_boneMatrices[(int)(in_indices.z * 255)] * in_weights.z
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+ u_boneMatrices[(int)in_indices.w] * in_weights.w;
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+ u_boneMatrices[(int)(in_indices.w * 255)] * in_weights.w;
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float3 SkinVertex = (mul(float4(in_pos, 1.f), Skin)).xyz;
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float3 SkinVertex = (mul(float4(in_pos, 1.f), Skin)).xyz;
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float3 SkinNormal = (mul(float4(in_normal, 0.f), Skin)).xyz;
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float3 SkinNormal = (mul(float4(in_normal, 0.f), Skin)).xyz;
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