add morph target to make_shader.py
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@ -187,6 +187,9 @@ def make_instancing_and_skinning(mat: Material, mat_users: Dict[Material, List[O
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for bo in mat_users[mat]:
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if mat.arm_custom_material == '':
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# Morph Targets
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if arm.utils.export_morph_targets(bo) and not arm.utils.export_vcols(bo):
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global_elems.append({'name': 'morph', 'data': 'short2norm'})
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# GPU Skinning
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if arm.utils.export_bone_data(bo):
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global_elems.append({'name': 'bone', 'data': 'short4norm'})
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