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Introducing UBO to Effect Queues: step 1.
Introduce an UBO to the vertex shader holding info about mesh effect associations.
Fix normals in case of MatrixEffectScale / Shear.Fix displaying the normal vector.
Update Myanmar flag.
Progress making it possible to apply Vertex Effects only to some Components of a Mesh.
1) Cube: convert it to the latest library. Main difference: objects are rendered better, individual cubits have rounded corners.2) Examples: some adjustments to MeshJoin & Predeform3) Library: fix a bug in main_vertex_shader's 'degree' function, which didn't work proprely in case of a vertex which was exactly at the center (i.e. vector PS was zero)
Change 'tag' to a more appropriate name - 'association'.
Introduce 'tags' (soon to be renamed to 'associations') to Mesh and VertexEffect.A 'tag' is a way to associate a Vertex Effect only to a subgroup of a given Mesh's vertices (more precisely, only to an arbitrary subset of its Components)
Fix licenses :)
Have VERTEX_QUATERNION, VERTEX_ROTATE and VERTEX_SHEAR modify inflate vectors.Split Vertex attribute array into two (the one modified by preapply effects and the one not)
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