My models are stored as a set of meshes, each with a vertex list and normal list per framekey-frame, and indices for a triangle stripGL_TRIANGLES which is shared for all frames. Each frame I interpolatelerp between two adjacent frameskey-frames to generate the vertices for that frame on the CPU and then use glDrawArraysdraw 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?