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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "instancesVertex"; const shader = `#ifdef INSTANCES var finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3); #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR) var finalPreviousWorld=mat4x4<f32>( vertexInputs.previousWorld0,vertexInputs.previousWorld1, vertexInputs.previousWorld2,vertexInputs.previousWorld3); #endif #ifdef THIN_INSTANCES #if !defined(WORLD_UBO) finalWorld=uniforms.world*finalWorld; #else finalWorld=mesh.world*finalWorld; #endif #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR) finalPreviousWorld=uniforms.previousWorld*finalPreviousWorld; #endif #endif #else #if !defined(WORLD_UBO) var finalWorld=uniforms.world; #else var finalWorld=mesh.world; #endif #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR) var finalPreviousWorld=uniforms.previousWorld; #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ export const instancesVertexWGSL = { name, shader }; //# sourceMappingURL=instancesVertex.js.map