Be super sure not to let rigged vert weights extend beyond actual joint count.
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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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