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x/threejs_4_deno/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js>default

A simple transformation of three.js for use within a Deno workflow
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variable default
import { default } from "https://deno.land/x/threejs_4_deno@v121/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js";

type

` #ifdef USE_SKINNING uniform mat4 bindMatrix; uniform mat4 bindMatrixInverse; #ifdef BONE_TEXTURE uniform highp sampler2D boneTexture; uniform int boneTextureSize; mat4 getBoneMatrix( const in float i ) { float j = i * 4.0; float x = mod( j, float( boneTextureSize ) ); float y = floor( j / float( boneTextureSize ) ); float dx = 1.0 / float( boneTextureSize ); float dy = 1.0 / float( boneTextureSize ); y = dy * ( y + 0.5 ); vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) ); vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) ); vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) ); vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) ); mat4 bone = mat4( v1, v2, v3, v4 ); return bone; } #else uniform mat4 boneMatrices[ MAX_BONES ]; mat4 getBoneMatrix( const in float i ) { mat4 bone = boneMatrices[ int(i) ]; return bone; } #endif #endif `