import{S as e}from"./index-Cwdlo4ih.js";const r="morphTargetsVertexGlobalDeclaration",T=`#ifdef MORPHTARGETS
uniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];
#ifdef MORPHTARGETS_TEXTURE 
uniform float morphTargetTextureIndices[NUM_MORPH_INFLUENCERS];uniform vec3 morphTargetTextureInfo;uniform highp sampler2DArray morphTargets;vec3 readVector3FromRawSampler(int targetIndex,float vertexIndex)
{ 
float y=floor(vertexIndex/morphTargetTextureInfo.y);float x=vertexIndex-y*morphTargetTextureInfo.y;vec3 textureUV=vec3((x+0.5)/morphTargetTextureInfo.y,(y+0.5)/morphTargetTextureInfo.z,morphTargetTextureIndices[targetIndex]);return texture(morphTargets,textureUV).xyz;}
vec4 readVector4FromRawSampler(int targetIndex,float vertexIndex)
{ 
float y=floor(vertexIndex/morphTargetTextureInfo.y);float x=vertexIndex-y*morphTargetTextureInfo.y;vec3 textureUV=vec3((x+0.5)/morphTargetTextureInfo.y,(y+0.5)/morphTargetTextureInfo.z,morphTargetTextureIndices[targetIndex]);return texture(morphTargets,textureUV);}
#endif
#endif
`;e.IncludesShadersStore[r]||(e.IncludesShadersStore[r]=T);const t="morphTargetsVertexDeclaration",o=`#ifdef MORPHTARGETS
#ifndef MORPHTARGETS_TEXTURE
#ifdef MORPHTARGETS_POSITION
attribute vec3 position{X};
#endif
#ifdef MORPHTARGETS_NORMAL
attribute vec3 normal{X};
#endif
#ifdef MORPHTARGETS_TANGENT
attribute vec3 tangent{X};
#endif
#ifdef MORPHTARGETS_UV
attribute vec2 uv_{X};
#endif
#ifdef MORPHTARGETS_UV2
attribute vec2 uv2_{X};
#endif
#ifdef MORPHTARGETS_COLOR
attribute vec4 color{X};
#endif
#elif {X}==0
uniform float morphTargetCount;
#endif
#endif
`;e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]=o);const f="morphTargetsVertexGlobal",a=`#ifdef MORPHTARGETS
#ifdef MORPHTARGETS_TEXTURE
float vertexID;
#endif
#endif
`;e.IncludesShadersStore[f]||(e.IncludesShadersStore[f]=a);const n="morphTargetsVertex",d=`#ifdef MORPHTARGETS
#ifdef MORPHTARGETS_TEXTURE
#if {X}==0
for (int i=0; i<NUM_MORPH_INFLUENCERS; i++) {if (float(i)>=morphTargetCount) break;vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;
#ifdef MORPHTARGETS_POSITION
positionUpdated+=(readVector3FromRawSampler(i,vertexID)-position)*morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETTEXTURE_HASPOSITIONS
vertexID+=1.0;
#endif
#ifdef MORPHTARGETS_NORMAL
normalUpdated+=(readVector3FromRawSampler(i,vertexID) -normal)*morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETTEXTURE_HASNORMALS
vertexID+=1.0;
#endif
#ifdef MORPHTARGETS_UV
uvUpdated+=(readVector3FromRawSampler(i,vertexID).xy-uv)*morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETTEXTURE_HASUVS
vertexID+=1.0;
#endif
#ifdef MORPHTARGETS_TANGENT
tangentUpdated.xyz+=(readVector3FromRawSampler(i,vertexID) -tangent.xyz)*morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETTEXTURE_HASTANGENTS
vertexID+=1.0;
#endif
#ifdef MORPHTARGETS_UV2
uv2Updated+=(readVector3FromRawSampler(i,vertexID).xy-uv2)*morphTargetInfluences[i];
#endif
#ifdef MORPHTARGETTEXTURE_HASUV2S
vertexID+=1.0;
#endif
#ifdef MORPHTARGETS_COLOR
colorUpdated+=(readVector4FromRawSampler(i,vertexID)-color)*morphTargetInfluences[i];
#endif
}
#endif
#else
#ifdef MORPHTARGETS_POSITION
positionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_NORMAL
normalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_TANGENT
tangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_UV
uvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_UV2
uv2Updated+=(uv2_{X}-uv2)*morphTargetInfluences[{X}];
#endif
#ifdef MORPHTARGETS_COLOR
colorUpdated+=(color{X}-color)*morphTargetInfluences[{X}];
#endif
#endif
#endif
`;e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=d);
