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playcanvas

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PlayCanvas WebGL game engine

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var skinVS = ` attribute vec4 vertex_boneWeights; attribute vec4 vertex_boneIndices; uniform highp sampler2D texture_poseMap; void getBoneMatrix(const in int width, const in int index, out vec4 v1, out vec4 v2, out vec4 v3) { int v = index / width; int u = index % width; v1 = texelFetch(texture_poseMap, ivec2(u + 0, v), 0); v2 = texelFetch(texture_poseMap, ivec2(u + 1, v), 0); v3 = texelFetch(texture_poseMap, ivec2(u + 2, v), 0); } mat4 getSkinMatrix(const in vec4 indicesFloat, const in vec4 weights) { int width = textureSize(texture_poseMap, 0).x; ivec4 indices = ivec4(indicesFloat + 0.5) * 3; vec4 a1, a2, a3; getBoneMatrix(width, indices.x, a1, a2, a3); vec4 b1, b2, b3; getBoneMatrix(width, indices.y, b1, b2, b3); vec4 c1, c2, c3; getBoneMatrix(width, indices.z, c1, c2, c3); vec4 d1, d2, d3; getBoneMatrix(width, 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 { skinVS as default };