Avoid potential buffer over-read in shader, overrun in application.
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@@ -34,7 +34,7 @@ mat4 getObjectSkinnedTransform()
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vec4 w = fract(weight4);
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vec4 index = floor(weight4);
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index = min(index, vec4(63.0));
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index = min(index, vec4(51.0));
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index = max(index, vec4( 0.0));
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float scale = 1.0/(w.x+w.y+w.z+w.w);
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