Used the instancing transformation method for the normal pass in SSAO as it was producing a crash when instancing was enabled.
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@ -19,6 +19,6 @@ void main(void)
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#ifdef NUM_BONES
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#ifdef NUM_BONES
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Skinning_Compute(modelSpacePos,modelSpaceNormals);
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Skinning_Compute(modelSpacePos,modelSpaceNormals);
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#endif
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#endif
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normal = normalize(g_NormalMatrix * modelSpaceNormals);
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normal = normalize(TransformNormal(modelSpaceNormals));
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gl_Position = g_WorldViewProjectionMatrix * modelSpacePos;
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gl_Position = g_WorldViewProjectionMatrix * modelSpacePos;
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}
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}
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