fix(skeleton): read/expose the correct custom attribute associated with each vertex #822
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Previously, the shader read the attribute for the opposing vertex of each line segment.
I noticed with #820 that the lines were getting drawn with inverse of the expected width change. It seems pretty clear to me now that this is the correct calculation.
getLineEndpointIndex returns 0 for vertexA (aVertexIndex.x) and 1 for vertexB (aVertexIndex.y) so to use vertexA we need 1 - getLineEndpointIndex and getLineEndpointIndex for vertexB.