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@animech-public/playcanvas

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var skinBatchTexVS = ` attribute float vertex_boneIndices; uniform highp sampler2D texture_poseMap; uniform vec4 texture_poseMapSize; mat4 getBoneMatrix(const in float i) { float j = i * 3.0; float dx = texture_poseMapSize.z; float dy = texture_poseMapSize.w; float y = floor(j * dx); float x = j - (y * texture_poseMapSize.x); y = dy * (y + 0.5); vec4 v1 = texture2D(texture_poseMap, vec2(dx * (x + 0.5), y)); vec4 v2 = texture2D(texture_poseMap, vec2(dx * (x + 1.5), y)); vec4 v3 = texture2D(texture_poseMap, vec2(dx * (x + 2.5), y)); return mat4( v1.x, v2.x, v3.x, 0, v1.y, v2.y, v3.y, 0, v1.z, v2.z, v3.z, 0, v1.w, v2.w, v3.w, 1 ); } `; export { skinBatchTexVS as default };