Advanced search tips: use spaces to require multiple terms (AND), | for alternatives (OR), wrap phrases in quotes (="a b"), =term for exact match, 'term to include, !term to exclude, ^term to match prefix, !^term to exclude prefix, .ext$ to match suffix, and !.ext$ to exclude suffix.

morph.wgsl

Import path

Constants

position_offset

#

Shader defs requirments:

🟢 MORPH_TARGETS

const position_offset: u32 = 0u

normal_offset

#

Shader defs requirments:

🟢 MORPH_TARGETS

const normal_offset: u32 = 3u

tangent_offset

#

Shader defs requirments:

🟢 MORPH_TARGETS

const tangent_offset: u32 = 6u

total_component_count

#

Shader defs requirments:

🟢 MORPH_TARGETS

const total_component_count: u32 = 9u

Bindings

morph_weights

#

Shader defs requirments:

🟢 MORPH_TARGETS, 🟢 SKINS_USE_UNIFORM_BUFFERS

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

morph_targets

#

Shader defs requirments:

🟢 MORPH_TARGETS, 🟢 SKINS_USE_UNIFORM_BUFFERS

@group(2)
@binding(3)
var morph_targets: texture_3d<f32>

prev_morph_weights

#

Shader defs requirments:

🟢 MORPH_TARGETS, 🟢 SKINS_USE_UNIFORM_BUFFERS

@group(2)
@binding(7)
var<uniform> prev_morph_weights: MorphWeights

morph_weights

#

Shader defs requirments:

🟢 MORPH_TARGETS, šŸ”“ SKINS_USE_UNIFORM_BUFFERS

@group(2)
@binding(2)
var<storage> morph_weights: array<f32>

morph_targets

#

Shader defs requirments:

🟢 MORPH_TARGETS, šŸ”“ SKINS_USE_UNIFORM_BUFFERS

@group(2)
@binding(3)
var<storage> morph_targets: array<MorphAttributes>

prev_morph_weights

#

Shader defs requirments:

🟢 MORPH_TARGETS, šŸ”“ SKINS_USE_UNIFORM_BUFFERS

@group(2)
@binding(7)
var<storage> prev_morph_weights: array<f32>

morph_descriptors

#

Shader defs requirments:

🟢 MORPH_TARGETS, šŸ”“ SKINS_USE_UNIFORM_BUFFERS

@group(2)
@binding(8)
var<storage> morph_descriptors: array<MorphDescriptor>

Functions

layer_count

#

Shader defs requirments:

🟢 MORPH_TARGETS

fn layer_count (
instance_index: u32
) -> u32

component_texture_coord

#

Shader defs requirments:

🟢 MORPH_TARGETS, 🟢 SKINS_USE_UNIFORM_BUFFERS

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
instance_index: u32
) -> f32

prev_weight_at

#

Shader defs requirments:

🟢 MORPH_TARGETS

fn prev_weight_at (
weight_index: u32
instance_index: u32
) -> f32

morph_pixel

#

Shader defs requirments:

🟢 MORPH_TARGETS, 🟢 SKINS_USE_UNIFORM_BUFFERS

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

morph

#

Shader defs requirments:

🟢 MORPH_TARGETS, 🟢 SKINS_USE_UNIFORM_BUFFERS

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

morph_position

#

Shader defs requirments:

🟢 MORPH_TARGETS, 🟢 SKINS_USE_UNIFORM_BUFFERS

fn morph_position (
vertex_index: u32
weight_index: u32
instance_index: u32
) -> vec3<f32>

morph_normal

#

Shader defs requirments:

🟢 MORPH_TARGETS, 🟢 SKINS_USE_UNIFORM_BUFFERS

fn morph_normal (
vertex_index: u32
weight_index: u32
instance_index: u32
) -> vec3<f32>

morph_tangent

#

Shader defs requirments:

🟢 MORPH_TARGETS, 🟢 SKINS_USE_UNIFORM_BUFFERS

fn morph_tangent (
vertex_index: u32
weight_index: u32
instance_index: u32
) -> vec3<f32>

get_morph_target

#

Shader defs requirments:

🟢 MORPH_TARGETS, šŸ”“ SKINS_USE_UNIFORM_BUFFERS

fn get_morph_target (
vertex_index: u32
weight_index: u32
instance_index: u32
) -> MorphAttributes

morph_position

#

Shader defs requirments:

🟢 MORPH_TARGETS, šŸ”“ SKINS_USE_UNIFORM_BUFFERS

fn morph_position (
vertex_index: u32
weight_index: u32
instance_index: u32
) -> vec3<f32>

morph_normal

#

Shader defs requirments:

🟢 MORPH_TARGETS, šŸ”“ SKINS_USE_UNIFORM_BUFFERS

fn morph_normal (
vertex_index: u32
weight_index: u32
instance_index: u32
) -> vec3<f32>

morph_tangent

#

Shader defs requirments:

🟢 MORPH_TARGETS, šŸ”“ SKINS_USE_UNIFORM_BUFFERS

fn morph_tangent (
vertex_index: u32
weight_index: u32
instance_index: u32
) -> vec3<f32>