#ifdef USE_SKINNING mat4 skinMatrix = mat4( 0.0 ); skinMatrix += skinWeight.x * boneMatX; skinMatrix += skinWeight.y * boneMatY; skinMatrix += skinWeight.z * boneMatZ; skinMatrix += skinWeight.w * boneMatW; skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix; #ifdef USE_MORPHNORMALS vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 ); #else vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 ); #endif #endif