+ mat4 boneTrans = bones[boneIds.x] * boneWeights.x;
+ /* boneTrans += bones[boneIds.y] * boneWeights.y; */
+ /* boneTrans += bones[boneIds.z] * boneWeights.z; */
+ /* boneTrans += bones[boneIds.w] * boneWeights.w; */
+
+ mat4 bonedModel = boneTrans * model;
+
+ worldPos = vec3(bonedModel * vec4(pos, 1.f));