--- /dev/null
+#include "vertex_standard.glsl"
+
+uniform mat4 uPv;
+uniform mat4x3 uTransforms[32];
+
+out vec4 aColour;
+out vec2 aUv;
+out vec3 aNorm;
+out vec3 aCo;
+out vec3 aWorldCo;
+
+void main()
+{
+ vec4 co_local = vec4( a_co, 1.0 );
+ vec3 co0 = uTransforms[ a_groups[0] ] * co_local;
+ vec3 co1 = uTransforms[ a_groups[1] ] * co_local;
+ vec3 co2 = uTransforms[ a_groups[2] ] * co_local;
+ vec3 n0 = mat3(uTransforms[ a_groups[0] ]) * a_norm;
+ vec3 n1 = mat3(uTransforms[ a_groups[1] ]) * a_norm;
+ vec3 n2 = mat3(uTransforms[ a_groups[2] ]) * a_norm;
+
+ vec3 world_pos = co0*a_weights[0] + co1*a_weights[1] + co2*a_weights[2];
+ vec3 world_normal = n0*a_weights[0] + n1*a_weights[1] + n2*a_weights[2];
+
+ gl_Position = uPv * vec4( world_pos, 1.0 );
+ aColour = a_colour;
+ aUv = a_uv;
+ aNorm = world_normal;
+ aCo = a_co;
+ aWorldCo = world_pos;
+}