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