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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
`;