lib/mittsu/opengl/shader/chunks/default_vertex.glsl
#ifdef USE_SKINNING
vec4 mvPosition = modelViewMatrix * skinned;
#elif defined( USE_MORPHTARGETS )
vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );
#else
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
#endif
gl_Position = projectionMatrix * mvPosition;