precision highp float; uniform mat4 u_modelViewMatrix; uniform mat4 u_projectionMatrix; uniform mat3 u_normalMatrix; uniform mat4 u_jointMatrix[2]; attribute vec3 a_position; varying vec3 v_position; attribute vec3 a_normal; varying vec3 v_normal; attribute vec4 a_joint; attribute vec4 a_weight; void main(void) { mat4 skinMat = a_weight.x * u_jointMatrix[int(a_joint.x)]; skinMat += a_weight.y * u_jointMatrix[int(a_joint.y)]; skinMat += a_weight.z * u_jointMatrix[int(a_joint.z)]; skinMat += a_weight.w * u_jointMatrix[int(a_joint.w)]; vec4 pos = u_modelViewMatrix * skinMat * vec4(a_position,1.0); v_position = pos.xyz; gl_Position = u_projectionMatrix * pos; v_normal = u_normalMatrix * mat3(skinMat) * a_normal; }