precision highp float; attribute vec3 a_position; attribute vec3 a_normal; varying vec3 v_normal; attribute vec4 a_joint; varying vec4 v_joint; attribute vec4 a_weight; varying vec4 v_weight; uniform mat4 u_jointMat[60]; uniform mat3 u_normalMatrix; uniform mat4 u_modelViewMatrix; uniform mat4 u_projectionMatrix; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main(void) { mat4 skinMat = a_weight.x * u_jointMat[int(a_joint.x)]; skinMat += a_weight.y * u_jointMat[int(a_joint.y)]; skinMat += a_weight.z * u_jointMat[int(a_joint.z)]; skinMat += a_weight.w * u_jointMat[int(a_joint.w)]; vec4 pos = u_modelViewMatrix * skinMat * vec4(a_position,1.0); v_normal = normalize(u_normalMatrix * mat3(skinMat)* a_normal); v_texcoord0 = a_texcoord0; gl_Position = u_projectionMatrix * pos; }