@babylonjs/viewer
Version:
The Babylon Viewer aims to simplify a specific but common Babylon.js use case: loading, viewing, and interacting with a 3D model.
68 lines (65 loc) • 2.96 kB
JavaScript
import { S as ShaderStore } from './index-MZPybX0H.esm.js';
// Do not edit.
const name = "bonesVertex";
const shader = `
var influence : mat4x4<f32>;
influence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];
influence=uniforms.mBones[i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];
finalWorld=finalWorld*influence;
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
ShaderStore.IncludesShadersStoreWGSL[name] = shader;
}
/** @internal */
const bonesVertexWGSL = { name, shader };
export { bonesVertexWGSL as b };
//# sourceMappingURL=bonesVertex-CJuJ5VLw.esm.js.map