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

// Do not edit.
const name$1 = "morphTargetsVertexGlobal";
const shader$1 = `#ifdef MORPHTARGETS
#ifdef MORPHTARGETS_TEXTURE
var vertexID : f32;
#endif
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name$1]) {
    ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1;
}

// Do not edit.
const name = "morphTargetsVertex";
const shader = `#ifdef MORPHTARGETS
#ifdef MORPHTARGETS_TEXTURE
#if {X}==0
for (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (f32(i)>=uniforms.morphTargetCount) {break;}
vertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;
#ifdef MORPHTARGETS_POSITION
positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETTEXTURE_HASPOSITIONS
vertexID=vertexID+1.0;
#endif
#ifdef MORPHTARGETS_NORMAL
normalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETTEXTURE_HASNORMALS
vertexID=vertexID+1.0;
#endif
#ifdef MORPHTARGETS_UV
uvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETTEXTURE_HASUVS
vertexID=vertexID+1.0;
#endif
#ifdef MORPHTARGETS_TANGENT
tangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);
#endif
#ifdef MORPHTARGETTEXTURE_HASTANGENTS
vertexID=vertexID+1.0;
#endif
#ifdef MORPHTARGETS_UV2
uv2Updated=uv2Updated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv2)*uniforms.morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETS_COLOR
colorUpdated=colorUpdated+(readVector4FromRawSampler(i,vertexID)-vertexInputs.color)*uniforms.morphTargetInfluences[i];
#endif
}
#endif
#else
#ifdef MORPHTARGETS_POSITION
positionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_NORMAL
normalUpdated=normalUpdated+(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_TANGENT
tangentUpdated=vec4f(tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}],tangentUpdated.a);
#endif
#ifdef MORPHTARGETS_UV
uvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_UV2
uv2Updated=uv2Updated+(vertexInputs.uv2_{X}-vertexInputs.uv2)*uniforms.morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_COLOR
colorUpdated=colorUpdated+(vertexInputs.color{X}-vertexInputs.color)*uniforms.morphTargetInfluences[{X}];
#endif
#endif
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
    ShaderStore.IncludesShadersStoreWGSL[name] = shader;
}
//# sourceMappingURL=morphTargetsVertex-JpjNIg2L.js.map
