lib/mittsu/opengl/shader/chunks/skinnormal_vertex.glsl
#ifdef USE_SKINNING
mat4 skinMatrix = mat4( 0.0 );
skinMatrix += skinWeight.x * boneMatX;
skinMatrix += skinWeight.y * boneMatY;
skinMatrix += skinWeight.z * boneMatZ;
skinMatrix += skinWeight.w * boneMatW;
skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;
#ifdef USE_MORPHNORMALS
vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );
#else
vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );
#endif
#endif