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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "bonesVertex"; const shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE #if NUM_BONE_INFLUENCERS>0 mat4 influence; #ifdef BONETEXTURE influence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0]; #if NUM_BONE_INFLUENCERS>1 influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1]; #endif #if NUM_BONE_INFLUENCERS>2 influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2]; #endif #if NUM_BONE_INFLUENCERS>3 influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3]; #endif #if NUM_BONE_INFLUENCERS>4 influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0]; #endif #if NUM_BONE_INFLUENCERS>5 influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1]; #endif #if NUM_BONE_INFLUENCERS>6 influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2]; #endif #if NUM_BONE_INFLUENCERS>7 influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3]; #endif #else influence=mBones[int(matricesIndices[0])]*matricesWeights[0]; #if NUM_BONE_INFLUENCERS>1 influence+=mBones[int(matricesIndices[1])]*matricesWeights[1]; #endif #if NUM_BONE_INFLUENCERS>2 influence+=mBones[int(matricesIndices[2])]*matricesWeights[2]; #endif #if NUM_BONE_INFLUENCERS>3 influence+=mBones[int(matricesIndices[3])]*matricesWeights[3]; #endif #if NUM_BONE_INFLUENCERS>4 influence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0]; #endif #if NUM_BONE_INFLUENCERS>5 influence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1]; #endif #if NUM_BONE_INFLUENCERS>6 influence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2]; #endif #if NUM_BONE_INFLUENCERS>7 influence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3]; #endif #endif finalWorld=finalWorld*influence; #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name]) { ShaderStore.IncludesShadersStore[name] = shader; } /** @internal */ export const bonesVertex = { name, shader }; //# sourceMappingURL=bonesVertex.js.map