#version 150 in vec4 vertex; in vec4 blendIndices; in vec4 blendWeights; out vec4 oColour; uniform vec4 ambient; uniform mat4x4 viewProjectionMatrix; uniform mat4x3 worldMatrix3x4Array[80]; void main() { // output position. gl_Position = vertex.xyz * worldMatrix3x4Array[int(blendIndices.x)] * blendWeights.x + vertex.xyz * worldMatrix3x4Array[int(blendIndices.y)] * blendWeights.y; gl_Position = viewProjectionMatrix * gl_Position; oColour = ambient; }