#ifdef USE_SKINNING #ifdef USE_MORPHTARGETS vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 ); #else vec4 skinVertex = bindMatrix * vec4( position, 1.0 ); #endif vec4 skinned = vec4( 0.0 ); skinned += boneMatX * skinVertex * skinWeight.x; skinned += boneMatY * skinVertex * skinWeight.y; skinned += boneMatZ * skinVertex * skinWeight.z; skinned += boneMatW * skinVertex * skinWeight.w; skinned = bindMatrixInverse * skinned; #endif