#version 110 uniform mat4 mvpMatrix; attribute vec3 vPosition; attribute vec3 vNormal; attribute vec3 vTangent; attribute vec3 vBitangent; attribute vec2 vUV0; attribute vec4 vColor; attribute vec4 vBone; attribute vec4 vWeight; attribute vec2 vUV1; attribute vec2 vUV2; attribute vec3 vPosition2; attribute vec3 vPosition3; varying vec2 f_texcoord0; varying vec2 f_texcoord1; varying vec2 f_texcoord2; varying vec2 f_texcoord3; varying vec3 normal; varying vec4 vertexColor; varying vec3 tangent; varying vec3 bitangent; // Shader Options uniform vec4 gsys_bake_st0; uniform vec4 gsys_bake_st1; // Skinning uniforms uniform mat4 bones[200]; //Meshes have a bone index and will use their transform depending on skin influence amount uniform mat4 singleBoneBindTransform; uniform int NoSkinning; uniform int RigidSkinning; void main() { gl_Position = mvpMatrix * vec4(vPosition.xyz, 1.0); normal = vNormal; f_texcoord0 = vUV0; f_texcoord1 = vUV1; f_texcoord2 = vUV1; f_texcoord3 = vUV2; tangent = vTangent; bitangent = vBitangent; vertexColor = vColor; }