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They were only used for UV from texture coordinates. With the texture matrix or environment map, UV isn't prescaled, which is the same as a scale of 1 and no offset, so NoPrescale versions pass that. God of War draws 5 million of its vertices per 10 seconds this way, which without the vertex JIT took 9.6 ns each through the steps and now 2.4. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>