Be super sure not to let rigged vert weights extend beyond actual joint count.
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@@ -1225,6 +1225,7 @@ void LLShaderMgr::initAttribsAndUniforms()
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mReservedUniforms.push_back("matrixPalette");
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mReservedUniforms.push_back("translationPalette");
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mReservedUniforms.push_back("maxWeight");
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mReservedUniforms.push_back("screenTex");
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mReservedUniforms.push_back("screenDepth");
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@@ -179,6 +179,7 @@ public:
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AVATAR_MATRIX,
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AVATAR_TRANSLATION,
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AVATAR_MAX_WEIGHT,
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WATER_SCREENTEX,
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WATER_SCREENDEPTH,
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@@ -26,6 +26,7 @@ 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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@@ -34,7 +35,7 @@ mat4 getObjectSkinnedTransform()
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vec4 w = fract(weight4);
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vec4 index = floor(weight4);
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index = min(index, vec4(51.0));
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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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@@ -1599,7 +1599,7 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace*
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{
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F32 w = weight[j][k];
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idx[k] = llclamp((S32) floorf(w), 0, 63);
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idx[k] = llclamp((S32) floorf(w), 0, S32(count-1));
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wght[k] = w - floorf(w);
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scale += wght[k];
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}
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@@ -1747,7 +1747,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
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(GLfloat*) mp);
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LLDrawPoolAvatar::sVertexProgram->uniform3fv(LLShaderMgr::AVATAR_TRANSLATION, count, transp);
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LLDrawPoolAvatar::sVertexProgram->uniform1f(LLShaderMgr::AVATAR_MAX_WEIGHT, F32(count-1));
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stop_glerror();
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}
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