Hello there!
Following this approach, I am trying to apply 2D lightning to a normal mapped spine animation passing each bone's rotation as vertex data to the pixel shader. However, I think I calculate the rotation angle wrong since for some regions the lightning angle is shifted by 90 or 180 degrees. The rotated atlas regions should already be taken into account by checking the region.rotate property.
The angle I am passing in the SkeletonMeshRenderer's draw function is
(slot.Bone.WorldRotation - (region.rotate ? + 90 : 0) ) * (float)Math.PI / 180;

The atlas region of the blinking head is rotated, the shoes are not. Is it right to use the bone's worldrotation? Any insight would be greatly appreciated.
Greetings, Jonas