import { S as ShaderStore } from './index-BeVTUo08.js';

// Do not edit.
const name$3 = "morphTargetsVertexGlobalDeclaration";
const shader$3 = `#ifdef MORPHTARGETS
uniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];
#ifdef MORPHTARGETS_TEXTURE 
uniform float morphTargetTextureIndices[NUM_MORPH_INFLUENCERS];uniform vec3 morphTargetTextureInfo;uniform highp sampler2DArray morphTargets;vec3 readVector3FromRawSampler(int targetIndex,float vertexIndex)
{ 
float y=floor(vertexIndex/morphTargetTextureInfo.y);float x=vertexIndex-y*morphTargetTextureInfo.y;vec3 textureUV=vec3((x+0.5)/morphTargetTextureInfo.y,(y+0.5)/morphTargetTextureInfo.z,morphTargetTextureIndices[targetIndex]);return texture(morphTargets,textureUV).xyz;}
vec4 readVector4FromRawSampler(int targetIndex,float vertexIndex)
{ 
float y=floor(vertexIndex/morphTargetTextureInfo.y);float x=vertexIndex-y*morphTargetTextureInfo.y;vec3 textureUV=vec3((x+0.5)/morphTargetTextureInfo.y,(y+0.5)/morphTargetTextureInfo.z,morphTargetTextureIndices[targetIndex]);return texture(morphTargets,textureUV);}
#endif
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$3]) {
    ShaderStore.IncludesShadersStore[name$3] = shader$3;
}

// Do not edit.
const name$2 = "morphTargetsVertexDeclaration";
const shader$2 = `#ifdef MORPHTARGETS
#ifndef MORPHTARGETS_TEXTURE
#ifdef MORPHTARGETS_POSITION
attribute vec3 position{X};
#endif
#ifdef MORPHTARGETS_NORMAL
attribute vec3 normal{X};
#endif
#ifdef MORPHTARGETS_TANGENT
attribute vec3 tangent{X};
#endif
#ifdef MORPHTARGETS_UV
attribute vec2 uv_{X};
#endif
#ifdef MORPHTARGETS_UV2
attribute vec2 uv2_{X};
#endif
#ifdef MORPHTARGETS_COLOR
attribute vec4 color{X};
#endif
#elif {X}==0
uniform float morphTargetCount;
#endif
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$2]) {
    ShaderStore.IncludesShadersStore[name$2] = shader$2;
}

// Do not edit.
const name$1 = "morphTargetsVertexGlobal";
const shader$1 = `#ifdef MORPHTARGETS
#ifdef MORPHTARGETS_TEXTURE
float vertexID;
#endif
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$1]) {
    ShaderStore.IncludesShadersStore[name$1] = shader$1;
}

// Do not edit.
const name = "morphTargetsVertex";
const shader = `#ifdef MORPHTARGETS
#ifdef MORPHTARGETS_TEXTURE
#if {X}==0
for (int i=0; i<NUM_MORPH_INFLUENCERS; i++) {if (float(i)>=morphTargetCount) break;vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;
#ifdef MORPHTARGETS_POSITION
positionUpdated+=(readVector3FromRawSampler(i,vertexID)-position)*morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETTEXTURE_HASPOSITIONS
vertexID+=1.0;
#endif
#ifdef MORPHTARGETS_NORMAL
normalUpdated+=(readVector3FromRawSampler(i,vertexID) -normal)*morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETTEXTURE_HASNORMALS
vertexID+=1.0;
#endif
#ifdef MORPHTARGETS_UV
uvUpdated+=(readVector3FromRawSampler(i,vertexID).xy-uv)*morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETTEXTURE_HASUVS
vertexID+=1.0;
#endif
#ifdef MORPHTARGETS_TANGENT
tangentUpdated.xyz+=(readVector3FromRawSampler(i,vertexID) -tangent.xyz)*morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETTEXTURE_HASTANGENTS
vertexID+=1.0;
#endif
#ifdef MORPHTARGETS_UV2
uv2Updated+=(readVector3FromRawSampler(i,vertexID).xy-uv2)*morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETTEXTURE_HASUV2S
vertexID+=1.0;
#endif
#ifdef MORPHTARGETS_COLOR
colorUpdated+=(readVector4FromRawSampler(i,vertexID)-color)*morphTargetInfluences[i];
#endif
}
#endif
#else
#ifdef MORPHTARGETS_POSITION
positionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_NORMAL
normalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_TANGENT
tangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_UV
uvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_UV2
uv2Updated+=(uv2_{X}-uv2)*morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_COLOR
colorUpdated+=(color{X}-color)*morphTargetInfluences[{X}];
#endif
#endif
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name]) {
    ShaderStore.IncludesShadersStore[name] = shader;
}
//# sourceMappingURL=morphTargetsVertex-Cb-ex_-Y.js.map
