 
 void main()
 {
+    vec4 pos = vec4(position, 1.0);
+
     vec4 animatedPos = vec4(0.0, 0.0, 0.0, 1.0);
     vec4 animatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
 


uniform int maxNumBones;

in vec4 position;
in vec4 normal;
in vec2 texCoord;


    nor.xyz = normalize(normal.xyz);
    nor.w = 0;

    vec4 bindSpacePos = bindSpaceMat * pos;
    vec4 bindSpaceNor = bindSpaceNorMat * nor;

    for (int b = 0; b < maxNumBones; ++b)
