Linear-blend skinning chunk spliced into every skinned vertex stage —
four influences, weights as authored (not renormalised), matching
WebGL's SKINNING_GLSL. Joint indices arrive as uint16x4 at location
4 (WGSL vec4<u32>) and weights as float32x4 at location 5.
Linear-blend skinning chunk spliced into every skinned vertex stage — four influences, weights as authored (not renormalised), matching WebGL's
SKINNING_GLSL. Joint indices arrive asuint16x4at location 4 (WGSLvec4<u32>) and weights asfloat32x4at location 5.