Fixed an annoying showstopper regarding rigged attachment vertex corruption. Rigged meshes have can have poor weighting, causing potential div-by-zero issues.
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@@ -22,30 +22,34 @@
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* $/LicenseInfo$
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*/
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#define FLT_MAX 3.402823466e+38
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ATTRIBUTE vec4 weight4;
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uniform mat3 matrixPalette[52];
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uniform vec3 translationPalette[52];
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uniform float maxWeight;
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mat4 getObjectSkinnedTransform()
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{
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int i;
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vec4 w = fract(weight4);
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vec4 index = floor(weight4);
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index = min(index, vec4(maxWeight));
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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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w *= scale;
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float sum = (w.x+w.y+w.z+w.w);
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int i1 = int(index.x);
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int i2 = int(index.y);
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int i3 = int(index.z);
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int i4 = int(index.w);
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mat3 mat = matrixPalette[i1]*w.x;
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mat += matrixPalette[i2]*w.y;
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mat += matrixPalette[i3]*w.z;
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@@ -58,10 +62,10 @@ mat4 getObjectSkinnedTransform()
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mat4 ret;
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ret[0] = vec4(mat[0], 0);
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ret[1] = vec4(mat[1], 0);
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ret[2] = vec4(mat[2], 0);
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ret[3] = vec4(trans, 1.0);
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ret[0] = vec4(mat[0].xyz, 0);
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ret[1] = vec4(mat[1].xyz, 0);
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ret[2] = vec4(mat[2].xyz, 0);
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ret[3] = vec4(trans, scale);
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return ret;
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}
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