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Remove the 'inflate' vertex attributs from the Mesh and file format, and replace that with a per-component 'inflate centers' (which are as of yet untested)
Turn the vName, vEffAnd and vEffEqu integer array uniforms into a one ivec4.The point: ivec4s are always packed tightly in UBOs (which is going to be the next step)
Simplify AssociationUniformBlock
Bugfix.
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.
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