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@animech-public/playcanvas

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var skinConstVS = ` attribute vec4 vertex_boneWeights; attribute vec4 vertex_boneIndices; uniform vec4 matrix_pose[BONE_LIMIT * 3]; void getBoneMatrix(const in float i, out vec4 v1, out vec4 v2, out vec4 v3) { v1 = matrix_pose[int(3.0 * i)]; v2 = matrix_pose[int(3.0 * i + 1.0)]; v3 = matrix_pose[int(3.0 * i + 2.0)]; } mat4 getSkinMatrix(const in vec4 indices, const in vec4 weights) { vec4 a1, a2, a3; getBoneMatrix(indices.x, a1, a2, a3); vec4 b1, b2, b3; getBoneMatrix(indices.y, b1, b2, b3); vec4 c1, c2, c3; getBoneMatrix(indices.z, c1, c2, c3); vec4 d1, d2, d3; getBoneMatrix(indices.w, d1, d2, d3); vec4 v1 = a1 * weights.x + b1 * weights.y + c1 * weights.z + d1 * weights.w; vec4 v2 = a2 * weights.x + b2 * weights.y + c2 * weights.z + d2 * weights.w; vec4 v3 = a3 * weights.x + b3 * weights.y + c3 * weights.z + d3 * weights.w; float one = dot(weights, vec4(1.0)); 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, one ); } `; export { skinConstVS as default };