morph.wgsl
Import path
bevy_pbr::morph
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position_offset
#
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const
position_offset:
u32
=
0u
normal_offset
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const
normal_offset:
u32
=
3u
tangent_offset
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const
tangent_offset:
u32
=
6u
total_component_count
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const
total_component_count:
u32
=
9u
morph_weights
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Shader defs requirments:
š¢
MORPH_TARGETS
@group (1 )
@binding (2 )
var <uniform >
morph_weights:
MorphWeights
morph_targets
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Shader defs requirments:
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MORPH_TARGETS
@group (1 )
@binding (3 )
var
morph_targets:
texture_3d<f32>
prev_morph_weights
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Shader defs requirments:
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MORPH_TARGETS
@group (1 )
@binding (7 )
var <uniform >
prev_morph_weights:
MorphWeights
layer_count
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Shader defs requirments:
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MORPH_TARGETS
fn
layer_count
()
->
u32
component_texture_coord
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Shader defs requirments:
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MORPH_TARGETS
fn
component_texture_coord
(
vertex_index:
u32
,
component_offset:
u32
)
->
vec2<u32>
weight_at
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Shader defs requirments:
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MORPH_TARGETS
fn
weight_at
(
weight_index:
u32
)
->
f32
prev_weight_at
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Shader defs requirments:
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MORPH_TARGETS
fn
prev_weight_at
(
weight_index:
u32
)
->
f32
morph_pixel
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Shader defs requirments:
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MORPH_TARGETS
fn
morph_pixel
(
,
,
)
->
f32
morph
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Shader defs requirments:
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MORPH_TARGETS