verve.gl — combined skinned+morph
A rigged bar rendered with variant_pbr | variant_skinned | variant_morph: morph deltas (a Bulge target, with TANGENT deltas) apply to local pos/normal first, then the skin matrix transforms the morphed locals (glTF order). The morph weight oscillates 0→1→0 while the bar bends, confirming both effects simultaneously in WebGL2 and WebGPU.