UPDATE (VR 1.9.9):
Lets start from seeking benifits in pre shader mode. Riping , loading
So we have t-pose. Let us open one of the GLTF mesh files
We have exact names of vertex attributes, texture coordinates - "inUV0", normals - "inNormal" and so on.
Also one can note that diffuse textures have "BC1_RGBA_SRGB" format prefix.
Lets fix our findings in config and rip again.
Loading rip (removing furniture)
Time to do post shader rip. This rip require unprojection matrix. We will use sphere injection method. So we need pick up mesh without joints and remember its shader. The sky hemishere always good choice.
Ripping and loading in blender
So sphere injection was successful. Opening vklog.txt and seeking for the tag
Inserting inverse projection matrix in config and ripping again
Loading in blender, firstable checking spheres
Unprojected ideally. Opening texture tab
Next step is shading.
shaded by flyingsaucer@discord