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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "fluidRenderingParticleDepthVertexShader"; const shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32; #ifdef FLUIDRENDERING_VELOCITY attribute velocity: vec3f;varying velocityNorm: f32; #endif @vertex fn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f( vec2f(input.offset.x-0.5,input.offset.y-0.5)*uniforms.size, 0.0 );vertexOutputs.viewPos=(uniforms.view*vec4f(input.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=input.offset;vertexOutputs.sphereRadius=uniforms.size.x/2.0; #ifdef FLUIDRENDERING_VELOCITY vertexOutputs.velocityNorm=length(velocity); #endif } `; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const fluidRenderingParticleDepthVertexShaderWGSL = { name, shader }; //# sourceMappingURL=fluidRenderingParticleDepth.vertex.js.map