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Fix for Metal skinning blend matrix being multiplied in wrong order #1593

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Original file line number Diff line number Diff line change
Expand Up @@ -193,7 +193,7 @@ vertex ColorInOut pipelineVertexShader(Vertex in [[stage_in]],

float4 position = float4(in.position, 1.f) * uniforms.localToWorldMatrix;
if (temp_hasOnlyWeight1) {
const float4 position2 = blendMatrix1 * float4(in.position, 1.f);
const float4 position2 = float4(in.position, 1.f) * blendMatrix1;
position = (in.weight1 * position) + ((1.f - in.weight1) * position2);
}

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