Fix merge
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@ -1031,16 +1031,6 @@ namespace Nz
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return MakeTransform(-(invRot * translation), invRot);
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}
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template<typename T>
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Matrix4<T>& Matrix4<T>::MakeTransformInverse(const Vector3<T>& translation, const Quaternion<T>& rotation, const Vector3<T>& scale)
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{
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// A view matrix must apply an inverse transformation of the 'world' matrix
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Quaternion<T> invRot = rotation.GetConjugate(); // Inverse of the rotation
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Vector3<T> invScale = T(1.0) / scale;
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return MakeTransform(-(invScale * (invRot * translation)), invRot, invScale);
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}
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/*!
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* \brief Makes the matrix an inverse transform matrix (aka view matrix)
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* \return A reference to this matrix
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@ -1706,15 +1696,6 @@ namespace Nz
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return mat;
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}
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template<typename T>
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Matrix4<T> Matrix4<T>::TransformInverse(const Vector3<T>& translation, const Quaternion<T>& rotation, const Vector3<T>& scale)
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{
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Matrix4 mat;
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mat.MakeTransformInverse(translation, rotation, scale);
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return mat;
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}
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/*!
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* \brief Shorthand for the 'view' matrix
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* \return A Matrix4 which is the 'view matrix'
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@ -151,14 +151,14 @@ namespace Nz
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options.defaultValues
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});
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FieldOffsets skeletalOffsets(StructLayout::Std140);
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skeletalOffsets.AddMatrixArray(StructFieldType::Float1, 4, 4, true, 100);
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nzsl::FieldOffsets skeletalOffsets(nzsl::StructLayout::Std140);
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skeletalOffsets.AddMatrixArray(nzsl::StructFieldType::Float1, 4, 4, true, 100);
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settings.sharedUniformBlocks.push_back({
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6,
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"SkeletalData",
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{},
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ShaderStageType::Vertex
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nzsl::ShaderStageType::Vertex
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});
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// Common data
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