They had updated the functionality of getModelMatrix()
To fix this, replace the skinned Vertex Shader (transformToonEdgeSkinnedVS) with this:
uniform float edgeSize;
mat4 getModelMatrix() {
#ifdef DYNAMICBATCH
return getBoneMatrix(vertex_boneIndices);
#elif defined(SKIN)
return matrix_model * getSkinMatrix(vertex_boneIndices, vertex_boneWeights);
#elif defined(INSTANCING)
return mat4(instance_line1, instance_line2, instance_line3, instance_line4);
#else
return matrix_model;
#endif
}
vec4 getPosition() {
dModelMatrix = getModelMatrix();
vec4 posW = dModelMatrix * vec4(vertex_position, 1.0);
//posW.xyz += skinPosOffset;
dNormalMatrix = mat3(dModelMatrix[0].xyz, dModelMatrix[1].xyz, dModelMatrix[2].xyz);
vec3 normal = normalize(dNormalMatrix * vertex_normal);
posW.xyz += (normal / 100.0) * edgeSize;
dPositionW = posW.xyz;
return matrix_viewProjection * posW;
}
vec3 getWorldPosition() {
return dPositionW;
}
Notice that the ‘dModelMatrix’ is directly calling getModelMatrix() now, it does not need to be multiplied as that is already handled in the matrix function.
Edit: Credit to @kprimo for exposing the PC shaders Standard Material Shaders Share