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immErfanrajabee/bd / node_modules /three /src /renderers /shaders /ShaderChunk /morphtarget_vertex.glsl.js
| export default /* glsl */` | |
| #ifdef USE_MORPHTARGETS | |
| // morphTargetBaseInfluence is set based on BufferGeometry.morphTargetsRelative value: | |
| // When morphTargetsRelative is false, this is set to 1 - sum(influences); this results in position = sum((target - base) * influence) | |
| // When morphTargetsRelative is true, this is set to 1; as a result, all morph targets are simply added to the base after weighting | |
| transformed *= morphTargetBaseInfluence; | |
| for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) { | |
| if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ]; | |
| } | |
| #endif | |
| `; | |
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