UNPKG

@babylonjs/core

Version:

Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

32 lines 1.23 kB
// 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<mat4x4f,BonesPerMesh>; #endif #ifdef BONES_VELOCITY_ENABLED uniform mPreviousBones : array<mat4x4f,BonesPerMesh>; #endif #ifdef BONETEXTURE fn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4f {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 mat4x4f(m0,m1,m2,m3);} #endif #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ export const bonesDeclarationWGSL = { name, shader }; //# sourceMappingURL=bonesDeclaration.js.map