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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);position = position + (uBoneMatrices[int(aBlendIndex.x)] * aPosition) * aBlendWeight.x;position = position + (uBoneMatrices[int(aBlendIndex.y)] * aPosition) * aBlendWeight.y;position = position + (uBoneMatrices[int(aBlendIndex.z)] * aPosition) * aBlendWeight.z;position = position + (uBoneMatrices[int(aBlendIndex.w)] * aPosition) * aBlendWeight.w;gl_Position = uMVPMatrix * position;vNormal = uNormalMatrix * aNormal;vTexCoord = aTexCoord0;}