My models are stored as a set of meshes, each with a vertex list and normal list per key-frame, and indices for GL_TRIANGLES which is shared for all frames. Each frame I
lerp between two adjacent key-frames to generate the vertices for that frame on the CPU and then draw it.
How can I move this into a GLSL vertex shader? Can a shader interpolate between two sets of vertices, and how can I store those vertices on the GPU?