Using GPT, I was able to produce this version of the model.vp from your asset and it supports skinned model with animations:
//
// model.vp (Skinned)
// Based on Illumination shader by astrochili
// Modified to support skinned models and animations
//
attribute highp vec4 position;
attribute mediump vec2 texcoord0;
attribute mediump vec2 texcoord1;
attribute mediump vec3 normal;
attribute mediump vec4 bone_weights;
attribute mediump vec4 bone_indices;
uniform mediump mat4 mtx_world;
uniform mediump mat4 mtx_view;
uniform mediump mat4 mtx_proj;
uniform mediump vec4 animation_data;
varying highp vec3 camera_position;
varying highp vec3 world_position;
varying highp vec3 view_position;
varying mediump vec3 world_normal;
varying mediump vec2 texture_coord;
varying mediump vec2 light_map_coord;
#include "/builtins/materials/skinning.glsl"
mat3 mat4_to_mat3(mat4 m) {
return mat3(
m[0][0], m[0][1], m[0][2],
m[1][0], m[1][1], m[1][2],
m[2][0], m[2][1], m[2][2]
);
}
mat3 mat3_transpose(mat3 m) {
return mat3(
m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]
);
}
mat3 mat3_inverse(mat3 m) {
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
return mat3(
b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)
) / det;
}
mat4 mat4_inverse(mat4 m) {
float
a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],
a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],
a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],
a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],
b00 = a00 * a11 - a01 * a10,
b01 = a00 * a12 - a02 * a10,
b02 = a00 * a13 - a03 * a10,
b03 = a01 * a12 - a02 * a11,
b04 = a01 * a13 - a03 * a11,
b05 = a02 * a13 - a03 * a12,
b06 = a20 * a31 - a21 * a30,
b07 = a20 * a32 - a22 * a30,
b08 = a20 * a33 - a23 * a30,
b09 = a21 * a32 - a22 * a31,
b10 = a21 * a33 - a23 * a31,
b11 = a22 * a33 - a23 * a32,
det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
return mat4(
a11 * b11 - a12 * b10 + a13 * b09,
a02 * b10 - a01 * b11 - a03 * b09,
a31 * b05 - a32 * b04 + a33 * b03,
a22 * b04 - a21 * b05 - a23 * b03,
a12 * b08 - a10 * b11 - a13 * b07,
a00 * b11 - a02 * b08 + a03 * b07,
a32 * b02 - a30 * b05 - a33 * b01,
a20 * b05 - a22 * b02 + a23 * b01,
a10 * b10 - a11 * b08 + a13 * b06,
a01 * b08 - a00 * b10 - a03 * b06,
a30 * b04 - a31 * b02 + a33 * b00,
a21 * b02 - a20 * b04 - a23 * b00,
a11 * b07 - a10 * b09 - a12 * b06,
a00 * b09 - a01 * b07 + a02 * b06,
a31 * b01 - a30 * b03 - a32 * b00,
a20 * b03 - a21 * b01 + a22 * b00
) / det;
}
void main() {
mat4 mtx_inv_view = mat4_inverse(mtx_view);
camera_position = (mtx_inv_view * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
// Apply bone-based skinning
vec4 skinned_position = get_skinned_position(position);
vec4 _world_position = mtx_world * vec4(skinned_position.xyz, 1.0);
world_position = _world_position.xyz;
vec4 _view_position = mtx_view * _world_position;
view_position = _view_position.xyz;
mat3 mtx_normal = mat3_transpose(mat3_inverse(mat4_to_mat3(mtx_world)));
world_normal = normalize(mtx_normal * normal);
texture_coord = texcoord0;
light_map_coord = texcoord1;
gl_Position = mtx_proj * _view_position;
}
While it seems to work for me, not sure how “professional“ of a solution it is. If you think it is, alright, maybe you could add it to the asset?