#version 430 uniform mat4 PVM; uniform mat4 Bones[100]; layout(location = 0) in vec3 Position; layout(location = 5) in vec4 BoneIndices; layout(location = 6) in vec4 BoneWeights; out VertexData{ vec3 Position; }Output; void main() { mat4 boneTransform = mat4(1); if(BoneWeights[0] > 0.0f){ boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])] + BoneWeights[1] * Bones[int(BoneIndices[1])] + BoneWeights[2] * Bones[int(BoneIndices[2])] + BoneWeights[3] * Bones[int(BoneIndices[3])]; } gl_Position = PVM*boneTransform * vec4(Position, 1.0); Output.Position = vec3(0.0); }