Not that I’m aware of, but it is easy enough to copy the skinning code from the shader and re-implement in JavaScript. I’m not sure that these old mobile devices will have fast enough CPUs to be worth it though.
One alternative is using a RGBA texture to store floats, im not sure what you mean with CPU skinning, but if you mean transforming vertices on CPU that would be beyond too heavy.
The reason I ask this is because Unity seems to only support CPU skinning for WebGL, and they claim here that it is faster than their GPU skinning.
I’m not sure how their benchmarks compare with ThreeJS though. Perhaps they’re doing much more stuff on top of their GPU skinning which makes it a lot less efficient? Or perhaps their CPU skinning uses web workers to speed up the process?
P.S. there’s also a cool benchmark here where someone built a custom GPU skinning framework that seems to perform less efficiently than Unity’s CPU skinning, therefore validating Unity’s claims.