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- // Do not edit.
- import { ShaderStore } from "../../Engines/shaderStore.js";
- const name = "bonesDeclaration";
- const shader = `#if NUM_BONE_INFLUENCERS>0
- attribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;
- #if NUM_BONE_INFLUENCERS>4
- attribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;
- #endif
- #ifndef BAKED_VERTEX_ANIMATION_TEXTURE
- #ifdef BONETEXTURE
- var boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;
- #else
- uniform mBones : array<mat4x4,BonesPerMesh>;
- #ifdef BONES_VELOCITY_ENABLED
- uniform mPreviousBones : array<mat4x4,BonesPerMesh>;
- #endif
- #endif
- #ifdef BONETEXTURE
- fn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>
- {let offset=i32(index) *4;
- let m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}
- #endif
- #endif
- #endif
- `;
- // Sideeffect
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
- /** @internal */
- export const bonesDeclaration = { name, shader };
- //# sourceMappingURL=bonesDeclaration.js.map
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