/** * Depth-only vertex shader for skinned shadow passes. * Applies bone skinning before the lightVP transform. No fragment shader (depth-only). */ export declare const SKINNED_SHADOW_VERTEX_SHADER = "\nstruct ObjectUniforms {\n mvp: mat4x4,\n model: mat4x4,\n normalMatrix: mat4x4,\n};\n\n@group(0) @binding(0) var object: ObjectUniforms;\n@group(1) @binding(0) var lightVP: mat4x4;\n@group(2) @binding(0) var boneMatrices: array>;\n\n@vertex\nfn main(\n @location(0) position: vec3,\n @location(3) joints: vec4,\n @location(4) weights: vec4,\n) -> @builtin(position) vec4 {\n let skin = boneMatrices[joints.x] * weights.x\n + boneMatrices[joints.y] * weights.y\n + boneMatrices[joints.z] * weights.z\n + boneMatrices[joints.w] * weights.w;\n\n let skinnedPos = skin * vec4(position, 1.0);\n return lightVP * object.model * skinnedPos;\n}\n"; //# sourceMappingURL=skinned-shadow-shader.d.ts.map