File: //var/www/aspa/three/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl.js
export default /* glsl */`
#ifdef USE_MORPHTARGETS
	#ifndef USE_INSTANCING_MORPH
		uniform float morphTargetBaseInfluence;
	#endif
	#ifdef MORPHTARGETS_TEXTURE
		#ifndef USE_INSTANCING_MORPH
			uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];
		#endif
		uniform sampler2DArray morphTargetsTexture;
		uniform ivec2 morphTargetsTextureSize;
		vec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {
			int texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;
			int y = texelIndex / morphTargetsTextureSize.x;
			int x = texelIndex - y * morphTargetsTextureSize.x;
			ivec3 morphUV = ivec3( x, y, morphTargetIndex );
			return texelFetch( morphTargetsTexture, morphUV, 0 );
		}
	#else
		#ifndef USE_MORPHNORMALS
			uniform float morphTargetInfluences[ 8 ];
		#else
			uniform float morphTargetInfluences[ 4 ];
		#endif
	#endif
#endif
`;