vec3 VertexTransform(vec3 p, int index)
{
int i = index * 7;
// restore rotation component (quaternion)
float x = bones[i];
float y = bones[i+1];
float z = bones[i+2];
float w = bones[i+3];
// restore offset component (vec3)
float tx = bones[i+4];
float ty = bones[i+5];
float tz = bones[i+6];
// original code from DooM 3 SDK
float xxzz = x*x - z*z;
float wwyy = w*w - y*y;
float xw2 = x*w*2.0;
float xy2 = x*y*2.0;
float xz2 = x*z*2.0;
float yw2 = y*w*2.0;
float yz2 = y*z*2.0;
float zw2 = z*w*2.0;
vec3 ret = vec3((xxzz + wwyy)*p.x + (xy2 + zw2)*p.y + (xz2 - yw2)*p.z,
(xy2 - zw2)*p.x + (y*y+w*w-x*x-z*z)*p.y + (yz2 + xw2)*p.z,
(xz2 + yw2)*p.x + (yz2 - xw2)*p.y + (wwyy - xxzz)*p.z);
return ret + vec3(tx, ty, tz);
}