#version 150 in vec4 vertex; in vec4 normal; in vec4 uv0; in vec4 uv1; // pose1 in vec4 uv2; // pose2 out vec2 oUv; out 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); }