It's silly that this was necessary... but it was.
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@@ -44,9 +44,8 @@ void main()
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//transform vertex
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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mat4 mat = getObjectSkinnedTransform();
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mat4 mat = modelview_matrix * getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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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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