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morph.wgsl

Import path

Constants

position_offset

#
const position_offset: u32 = 0u

normal_offset

#
const normal_offset: u32 = 3u

tangent_offset

#
const tangent_offset: u32 = 6u

total_component_count

#
const total_component_count: u32 = 9u

Bindings

morph_weights

#

Shader defs requirments:

🟢 MORPH_TARGETS

@group(1)
@binding(2)
var<uniform> morph_weights: MorphWeights

morph_targets

#

Shader defs requirments:

🟢 MORPH_TARGETS

@group(1)
@binding(3)
var morph_targets: texture_3d<f32>

prev_morph_weights

#

Shader defs requirments:

🟢 MORPH_TARGETS

@group(1)
@binding(7)
var<uniform> prev_morph_weights: MorphWeights

Functions

layer_count

#

Shader defs requirments:

🟢 MORPH_TARGETS

fn layer_count () -> u32

component_texture_coord

#

Shader defs requirments:

🟢 MORPH_TARGETS

fn component_texture_coord (
vertex_index: u32
component_offset: u32
) -> vec2<u32>

weight_at

#

Shader defs requirments:

🟢 MORPH_TARGETS

fn weight_at (
weight_index: u32
) -> f32

prev_weight_at

#

Shader defs requirments:

🟢 MORPH_TARGETS

fn prev_weight_at (
weight_index: u32
) -> f32

morph_pixel

#

Shader defs requirments:

🟢 MORPH_TARGETS

fn morph_pixel (
vertex: u32
component: u32
weight: u32
) -> f32

morph

#

Shader defs requirments:

🟢 MORPH_TARGETS

fn morph (
vertex_index: u32
component_offset: u32
weight_index: u32
) -> vec3<f32>