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Extend skinning for >4 bones per vertex (google#6772)
* Add skinning and morphing samples to check functionality * Implement skinning for more than four bones pair vertex The API allows defining an unlimited number of bone indices and weights of primitives. Data is defined in building process of the renderable manager. Backward compatibility with the original solution. Skinning of vertices is calculated on GPU, data is transferred to the vertex shader in the texture.
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