#version 330 in vec4 point; uniform mat4 mtxCam; uniform mat4 mtxMdl; uniform mat4 bone; uniform mat4 parent; uniform mat4 rotation; uniform mat4 ModelMatrix; uniform int hasParent; uniform float scale; void main() { vec4 position = bone * rotation * vec4(point.xyz * scale, 1); if (hasParent == 1) { if (point.w == 0) position = parent * rotation * vec4(point.xyz * scale, 1); else position = bone * rotation * vec4((point.xyz - vec3(0, 1, 0)) * scale, 1); } gl_Position = mtxCam * ModelMatrix * mtxMdl * vec4(position.xyz, 1); }