#version 430 uniform mat4 PVM; uniform mat4 Bones[100]; layout(location = 0) in vec3 Position; layout(location = 1) in vec3 Normal; layout(location = 2) in vec3 Tangent; layout(location = 3) in vec3 BiTangent; layout(location = 4) in vec2 TextureCoords; layout(location = 5) in vec4 BoneIndices; layout(location = 6) in vec4 BoneWeights; out VertexData{ vec3 Position; }Output; void main() { mat4 boneTransform = mat4(1); 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 = (boneTransform * vec4(Position, 1.0)).xyz; }