   //  i.e. float array of indices instead of matrices
   mat4 jointMatrix[4];
   mat3 normalMatrix[4];
-
-  float rotQuaternion[4];
-  float transQuaternion[4];
+  vec4 rotQuaternion[4];
+  vec4 transQuaternion[4];
 
   mat4 weightedJointMatrix;
   mat3 weightedNormalMatrix;

    normalMatrix[1] * aJointWeight.y +
    normalMatrix[2] * aJointWeight.z +
    normalMatrix[3] * aJointWeight.w;

  // Lighting
  vec3 transformedNormal = weightedNormalMatrix * aVertexNormal;

    if (aJointIndex.x == float(i)) {
      jointMatrix[0] = boneMatrices[i];
      normalMatrix[0] = boneNormals[i];
      rotQuaternion[0] = boneRotQuaternions[i];
      transQuaternion[0] = boneTransQuaternions[i];
    }
    if (aJointIndex.y == float(i)) {
      jointMatrix[1] = boneMatrices[i];
      normalMatrix[1] = boneNormals[i];
      rotQuaternion[1] = boneRotQuaternions[i];
      transQuaternion[1] = boneTransQuaternions[i];
    }
    if (aJointIndex.z == float(i)) {
      jointMatrix[2] = boneMatrices[i];
      normalMatrix[2] = boneNormals[i];
      rotQuaternion[2] = boneRotQuaternions[i];
      transQuaternion[2] = boneTransQuaternions[i];
    }
    if (aJointIndex.w == float(i)) {
      jointMatrix[3] = boneMatrices[i];
      normalMatrix[3] = boneNormals[i];
      rotQuaternion[3] = boneRotQuaternions[i];
      transQuaternion[3] = boneTransQuaternions[i];
    }
  }

