Fixed tangent and normal argument position in Skinning.glsllib
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@ -46,7 +46,7 @@ void Skinning_Compute(inout vec4 position, inout vec3 normal){
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}
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}
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void Skinning_Compute(inout vec4 position, inout vec3 tangent, inout vec3 normal){
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void Skinning_Compute(inout vec4 position, , inout vec3 normal, inout vec3 tangent){
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if (inHWBoneWeight.x != 0.0) {
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#if NUM_WEIGHTS_PER_VERT == 1
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position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;
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