#version 330 compatibility

layout(location=0) in vec3 in_position;
layout(location=1) in vec4 bone_weights;
layout(location=2) in vec4 bone_indices;

out vec4 position;

uniform bool skinned;
uniform mat4 bone_matrices[50];

void main(void)
{
	position = vec4(in_position, 1.0);

	if(skinned)
	{
		/*Task: Implement Skinning */
	}
}