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@@ -10,7 +10,7 @@
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{
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float y = floor(vertexIndex / morphTargetTextureInfo.y);
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float x = vertexIndex - y * morphTargetTextureInfo.y;
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- vec3 textureUV = vec3((x + 0.5) / morphTargetTextureInfo.y, y / morphTargetTextureInfo.z, targetIndex);
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+ vec3 textureUV = vec3((x + 0.5) / morphTargetTextureInfo.y, (y + 0.5) / morphTargetTextureInfo.z, targetIndex);
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return texture(morphTargets, textureUV).xyz;
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}
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#endif
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