Fix math error in blend shape application tolerance
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@ -100,7 +100,7 @@ void main() {
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for (uint i = 0; i < params.blend_shape_count; i++) {
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float w = blend_shape_weights.data[i];
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if ((w < 0.0001) || (w > 0.0001)) {
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if (abs(w) > 0.0001) {
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uint base_offset = (params.vertex_count * i + index) * params.vertex_stride;
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blend_vertex += uintBitsToFloat(uvec3(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1], src_blend_shapes.data[base_offset + 2])) * w;
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