litSkinnedLayout top-level constant

GpuVertexLayout const litSkinnedLayout

Skinned lit meshes: vertices, joints and weights, then per instance the matrices and the palette's first texel.

Implementation

const GpuVertexLayout litSkinnedLayout = GpuVertexLayout([
  _vertices,
  _skin,
  GpuVertexBufferLayout(
    stride: _skinnedInstanceFloats * 4,
    perInstance: true,
    attributes: [..._model, ..._normalMatrix, _paletteStart],
  ),
]);