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