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

// Do not edit.
const name = "bonesVertex";
const shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
#if NUM_BONE_INFLUENCERS>0
var influence : mat4x4<f32>;
#ifdef BONETEXTURE
influence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];
#if NUM_BONE_INFLUENCERS>1
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];
#endif 
#if NUM_BONE_INFLUENCERS>2
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];
#endif 
#if NUM_BONE_INFLUENCERS>3
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];
#endif 
#if NUM_BONE_INFLUENCERS>4
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];
#endif 
#if NUM_BONE_INFLUENCERS>5
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];
#endif 
#if NUM_BONE_INFLUENCERS>6
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];
#endif 
#if NUM_BONE_INFLUENCERS>7
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];
#endif 
#else 
influence=uniforms.mBones[i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];
#if NUM_BONE_INFLUENCERS>1
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];
#endif 
#if NUM_BONE_INFLUENCERS>2
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];
#endif 
#if NUM_BONE_INFLUENCERS>3
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];
#endif 
#if NUM_BONE_INFLUENCERS>4
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];
#endif 
#if NUM_BONE_INFLUENCERS>5
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];
#endif 
#if NUM_BONE_INFLUENCERS>6
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];
#endif 
#if NUM_BONE_INFLUENCERS>7
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];
#endif 
#endif
finalWorld=finalWorld*influence;
#endif
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
    ShaderStore.IncludesShadersStoreWGSL[name] = shader;
}
//# sourceMappingURL=bonesVertex-B9kUNTdM.js.map
