#version 100 precision mediump int; precision mediump float; attribute vec4 vertex; attribute vec4 normal; attribute vec4 uv0; attribute vec4 uv1; // pose1 attribute vec4 uv2; // pose2 varying vec2 oUv; varying vec4 colour; uniform mat4 worldViewProj; uniform vec4 anim_t; // hardware pose animation (no normals) void main() { // interpolate vec4 interp = vec4(vertex.xyz + anim_t.x*uv1.xyz + anim_t.y*uv2.xyz, 1.0); gl_Position = worldViewProj * interp; oUv = uv0.xy; colour = vec4(1.0,0.0,0.0,1.0); }