 			var vertexPosition : SFloat;
 			
 			if (meshBindings.propertyExists("morphingEnabled"))
-				vertexPosition = _morphingShaderPart.getMorphedPosition();
+				vertexPosition = _morphing.getMorphedPosition();
 			else
 				vertexPosition = getVertexAttribute(VertexComponent.XYZ);
 			
 			if (meshBindings.propertyExists("skinningMethod"))
-				vertexPosition = _skinningShaderPart.skinPosition(vertexPosition);
+				vertexPosition = _skinning.skinPosition(vertexPosition);
 			
 			return vertexPosition;
 		}

			var vertexNormal : SFloat;
			
			if (meshBindings.propertyExists("morphingEnabled"))
				vertexNormal = _morphingShaderPart.getMorphedNormal();
			else
				vertexNormal = getVertexAttribute(VertexComponent.NORMAL)
			
			if (meshBindings.propertyExists("skinningMethod"))
				vertexNormal = _skinningShaderPart.skinNormal(vertexNormal);
			
			return vertexNormal;
		}

	 */
	public class VertexAnimationShaderPart extends ShaderPart
	{
		private var _morphing : MorphingShaderPart	= null;
		private var _skinning : SkinningShaderPart	= null;
		
		public function VertexAnimationShaderPart(main : Shader)
		{
			super(main);
			
			_morphing = new MorphingShaderPart(main);
			_skinning = new SkinningShaderPart(main);
		}
		
		public function getAnimatedVertexPosition() : SFloat
