It's silly that this was necessary... but it was.
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@@ -42,9 +42,8 @@ mat4 getObjectSkinnedTransform();
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void main()
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{
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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mat4 mat = modelview_matrix * getObjectSkinnedTransform();
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vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
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vec4 norm = vec4(position.xyz, 1.0);
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