Bento hell and back, and back to hell, and back.
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@@ -26,7 +26,7 @@
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ATTRIBUTE vec4 weight4;
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uniform mat3x4 matrixPalette[52];
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uniform mat3x4 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT];
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uniform float maxWeight;
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mat4 getObjectSkinnedTransform()
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