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@@ -8,8 +8,9 @@ attribute vec4 color;
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#include<bonesDeclaration>
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// Uniforms
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+
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+#include<instancesDeclaration>
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uniform mat4 viewProjection;
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-uniform mat4 world;
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// Output
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#ifdef VERTEXCOLOR
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@@ -17,7 +18,7 @@ varying vec4 vColor;
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#endif
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void main(void) {
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- mat4 finalWorld = world;
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+#include<instancesVertex>
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#include<bonesVertex>
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gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
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