// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "prePassVertex"; const shader = `#ifdef PREPASS_DEPTH vViewPos=(view*worldPos).rgb; #endif #if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED) vCurrentPosition=viewProjection*worldPos; #if NUM_BONE_INFLUENCERS>0 mat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0]; #if NUM_BONE_INFLUENCERS>1 previousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1]; #endif #if NUM_BONE_INFLUENCERS>2 previousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2]; #endif #if NUM_BONE_INFLUENCERS>3 previousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3]; #endif #if NUM_BONE_INFLUENCERS>4 previousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0]; #endif #if NUM_BONE_INFLUENCERS>5 previousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1]; #endif #if NUM_BONE_INFLUENCERS>6 previousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2]; #endif #if NUM_BONE_INFLUENCERS>7 previousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3]; #endif vPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0); #else vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0); #endif #endif `; // Sideeffect ShaderStore.IncludesShadersStore[name] = shader; /** @internal */ export const prePassVertex = { name, shader }; //# sourceMappingURL=prePassVertex.js.map