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#version 120
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uniform mat4 uMVPMatrix;
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uniform mat3 uNormalMatrix;
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uniform mat4 uBoneMatrices[16];
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attribute vec4 aPosition;
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attribute vec3 aNormal;
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attribute vec2 aTexCoord0;
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attribute vec4 aBlendIndex;
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attribute vec4 aBlendWeight;
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varying vec2 vTexCoord;
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varying vec3 vNormal;
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void main()
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{
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	//vec4 position = vec4(0.0);
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	mat4 skinning = mat4(0.0);
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	skinning = skinning + (uBoneMatrices[int(aBlendIndex.x)]) * aBlendWeight.x;
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	skinning = skinning + (uBoneMatrices[int(aBlendIndex.y)]) * aBlendWeight.y;
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	skinning = skinning + (uBoneMatrices[int(aBlendIndex.z)]) * aBlendWeight.z;
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	skinning = skinning + (uBoneMatrices[int(aBlendIndex.w)]) * aBlendWeight.w;
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	gl_Position = uMVPMatrix * skinning * aPosition;
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	vNormal = uNormalMatrix * aNormal;
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	vTexCoord = aTexCoord0;
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}