 uniform mat4 projMat;
 uniform mat4 normalMat;
 
-uniform int maxNumBones;
-
 in vec3 position;
 in vec4 normal;
 in vec2 texCoord;
-
-in vec4 boneIndices;
-in vec4 boneWeights;
-
-const int MAX_BONES = 100;
-uniform mat4 boneMatrices[MAX_BONES];
 
 out vec2 texCoordFrag;
 out vec3 normalFrag;

{
    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);

    vec4 nor;
    nor.xyz = normalize(normal.xyz);
    nor.w = 0;

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

    vec4 eyeSpacePos = modelViewMat * bindSpacePos;
    gl_Position = projMat * eyeSpacePos;

    normalFrag = (normalMat * bindSpaceNor).xyz;

    texCoordFrag = texCoord;

