Hi everyone,

I want to do skinning for animations on the gpu in a shader. To draw, I am 
using an indexed vertex list (through batch.add_indexed) and then draw the 
batch. If I understand correctly I can attach some generic data to my 
vertices (in addition to vertex data, normals etc.), so what I did is the 
following:

self.vertex_list = batch.add_indexed(
            length, self.mode, group,
            indices, *[('v3f/dynamic', self.verts),
                       ('n3f/dynamic', self.norms),
                       ('c4f/static', self.color * length),
                       ('4g4f/static', weights), ('5g1i/static', w_lens),
                       ('6g4i/static', w_bone_ids)])

Only now I'm stuck when it comes to accessing this data in the shader 
program. I tried 

layout(location = 4) in vec4 weights;
layout(location = 5) in int count;
layout(location = 6) in ivec4 bone_ids;

but this doesn't seem to work. 

What's the correct way to do this?

Best
Tobias

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