layout(location = 3) in uvec4 BoneIndices;// 頂点ごとに持つ
void main(){ mat4 skin = BoneTransforms[BoneIndices[0]] * BoneWeights[0] + BoneTransforms[BoneIndices[1]] * BoneWeights[1] + BoneTransforms[BoneIndices[2]] * BoneWeights[2] + BoneTransforms[BoneIndices[3]] * BoneWeights[3];
gl_Position = Projection * View * World * skin * vec4(Position, 1); }
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