Sprite ACTUALLY rendered as unitquad now.
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@@ -68,6 +68,7 @@ void main()
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//gl_Position = MVP * boneTransform * vec4(Position, 1.0);
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gl_Position = MVP * vec4(Position, 1.0);
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//TODO: Make sure that boneTransform works here.
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Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
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Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
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Output.Tangent = Tangent;
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