Evidently a line in objectSkinV.glsl escaped earlier staging.
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@@ -22,6 +22,8 @@
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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 mat3x4 matrixPalette[52];
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@@ -29,6 +31,9 @@ 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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