import{S as e}from"./index-Cwdlo4ih.js";const n="bonesVertex",i=`#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
#if NUM_BONE_INFLUENCERS>0
var influence : mat4x4<f32>;
#ifdef BONETEXTURE
influence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];
#if NUM_BONE_INFLUENCERS>1
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];
#endif 
#if NUM_BONE_INFLUENCERS>2
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];
#endif 
#if NUM_BONE_INFLUENCERS>3
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];
#endif 
#if NUM_BONE_INFLUENCERS>4
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];
#endif 
#if NUM_BONE_INFLUENCERS>5
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];
#endif 
#if NUM_BONE_INFLUENCERS>6
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];
#endif 
#if NUM_BONE_INFLUENCERS>7
influence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];
#endif 
#else 
influence=uniforms.mBones[i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];
#if NUM_BONE_INFLUENCERS>1
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];
#endif 
#if NUM_BONE_INFLUENCERS>2
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];
#endif 
#if NUM_BONE_INFLUENCERS>3
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];
#endif 
#if NUM_BONE_INFLUENCERS>4
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];
#endif 
#if NUM_BONE_INFLUENCERS>5
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];
#endif 
#if NUM_BONE_INFLUENCERS>6
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];
#endif 
#if NUM_BONE_INFLUENCERS>7
influence=influence+uniforms.mBones[i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];
#endif 
#endif
finalWorld=finalWorld*influence;
#endif
#endif
`;e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=i);
