#import "Common/ShaderLib/Instancing.glsllib"
#import "Common/ShaderLib/Skinning.glsllib"
attribute vec3 inPosition;
attribute vec2 inTexCoord;

varying vec2 texCoord;

void main(){
    vec4 modelSpacePos = vec4(inPosition, 1.0);
  
   #ifdef NUM_BONES
       Skinning_Compute(modelSpacePos);
   #endif
    gl_Position = TransformWorldViewProjection(modelSpacePos);
    texCoord = inTexCoord;
}