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#ifdef MORPHTARGETS
#ifdef MORPHTARGETS_TEXTURE
vertexID = float(gl_VertexID) * morphTargetTextureInfo.x;
positionUpdated += (readVector3FromRawSampler({X}, vertexID) - position) * morphTargetInfluences[{X}];
vertexID += 1.0;
#ifdef MORPHTARGETS_NORMAL
normalUpdated += (readVector3FromRawSampler({X}, vertexID) - normal) * morphTargetInfluences[{X}];
vertexID += 1.0;
#endif
#ifdef MORPHTARGETS_UV
uvUpdated += (readVector3FromRawSampler({X}, vertexID).xy - uv) * morphTargetInfluences[{X}];
vertexID += 1.0;
#endif
#ifdef MORPHTARGETS_TANGENT
tangentUpdated.xyz += (readVector3FromRawSampler({X}, vertexID) - tangent.xyz) * morphTargetInfluences[{X}];
#endif
#else
positionUpdated += (position{X} - position) * morphTargetInfluences[{X}];
#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
#endif
#endif