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

// Do not edit.
const name = "bonesDeclaration";
const shader = `#if NUM_BONE_INFLUENCERS>0
attribute matricesIndices : vec4f;attribute matricesWeights : vec4f;
#if NUM_BONE_INFLUENCERS>4
attribute matricesIndicesExtra : vec4f;attribute matricesWeightsExtra : vec4f;
#endif
#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
#ifdef BONETEXTURE
var boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;
#else
uniform mBones : array<mat4x4f,BonesPerMesh>;
#endif
#ifdef BONES_VELOCITY_ENABLED
uniform mPreviousBones : array<mat4x4f,BonesPerMesh>;
#endif
#ifdef BONETEXTURE
fn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4f
{let offset=i32(index) *4; 
let m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4f(m0,m1,m2,m3);}
#endif
#endif
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
    ShaderStore.IncludesShadersStoreWGSL[name] = shader;
}
//# sourceMappingURL=bonesDeclaration-C57Csr1s.js.map
