#ifdef USE_SKINNING

    mat4 boneMatX = getBoneMatrix( skinIndex.x );
    mat4 boneMatY = getBoneMatrix( skinIndex.y );
    mat4 boneMatZ = getBoneMatrix( skinIndex.z );
    mat4 boneMatW = getBoneMatrix( skinIndex.w );

    vec4 skinVertex = bindMatrix * vec4(transformed, 1.0);

    vec4 skinned = vec4( 0.0 );
	skinned += boneMatX * skinVertex * skinWeight.x;
	skinned += boneMatY * skinVertex * skinWeight.y;
	skinned += boneMatZ * skinVertex * skinWeight.z;
	skinned += boneMatW * skinVertex * skinWeight.w;
	skinned = bindMatrixInverse * skinned;

    transformed = skinned.xyz / skinned.w;

#endif