text: export default /* glsl */ `
  #ifdef USE_SKINNING
  
  	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;
  
  	transformed = ( bindMatrixInverse * skinned ).xyz;
  
  #endif
  `;
  