don't put previous skin/morph in the morphed_skinned_mesh_layout (#14065)
# Objective - Fixes #14059 - `morphed_skinned_mesh_layout` is the same as `morphed_skinned_motion_mesh_layout` but shouldn't have the skin / morph from previous frame, as they're used for motion ## Solution - Remove the extra entries ## Testing - Run with the glTF file reproducing #14059, it works
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@ -242,10 +242,6 @@ impl MeshLayouts {
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// The current frame's morph weight buffer.
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(2, layout_entry::weights()),
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(3, layout_entry::targets()),
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// The previous frame's joint matrix buffer.
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(6, layout_entry::skinning()),
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// The previous frame's morph weight buffer.
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(7, layout_entry::weights()),
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),
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),
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)
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