 
 uniform int maxNumBones;
 
-in vec4 position;
+in vec3 position;
 in vec4 normal;
 in vec2 texCoord;
 

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

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

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


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);

