lib/mittsu/opengl/shader/chunks/skinning_vertex.glsl
#ifdef USE_SKINNING
#ifdef USE_MORPHTARGETS
vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );
#else
vec4 skinVertex = bindMatrix * vec4( position, 1.0 );
#endif
vec4 skinned = vec4( 0.0 );
skinned += boneMatX * skinVertex * skinWeight.x;
skinned += boneMatY * skinVertex * skinWeight.y;
skinned += boneMatZ * skinVertex * skinWeight.z;
skinned += boneMatW * skinVertex * skinWeight.w;
skinned = bindMatrixInverse * skinned;
#endif