VERTEX
uniform mat4 SkinMatrices[100];
void main()
{

	vec4 p  = gl_Vertex;

	vec2 weights1 = gl_MultiTexCoord1.xyz ;
	vec2 weights2 = gl_MultiTexCoord2.xyz ;
	vec2 weights3 = gl_MultiTexCoord3.xyz ;
	p = p *SkinMatrices[int(weights1.r )] * weights1.g + 
	 p *SkinMatrices[int(weights2.r )] * weights2.g +
	 p *SkinMatrices[int(weights3.r )] * weights3.g;

	gl_Position =  gl_ModelViewProjectionMatrix * p;


}
PIXEL

void main()
{
	gl_FragColor =  vec4(1,1,1,1);
}
