UNPKG

@babylonjs/core

Version:

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.

97 lines 3.27 kB
// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/bonesDeclaration.js"; import "./ShadersInclude/bakedVertexAnimationDeclaration.js"; import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js"; import "./ShadersInclude/morphTargetsVertexDeclaration.js"; import "./ShadersInclude/clipPlaneVertexDeclaration.js"; import "./ShadersInclude/instancesDeclaration.js"; import "./ShadersInclude/morphTargetsVertexGlobal.js"; import "./ShadersInclude/morphTargetsVertex.js"; import "./ShadersInclude/instancesVertex.js"; import "./ShadersInclude/bonesVertex.js"; import "./ShadersInclude/bakedVertexAnimation.js"; import "./ShadersInclude/clipPlaneVertex.js"; const name = "glowMapGenerationVertexShader"; const shader = `attribute position: vec3f; #include<bonesDeclaration> #include<bakedVertexAnimationDeclaration> #include<morphTargetsVertexGlobalDeclaration> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets] #include<clipPlaneVertexDeclaration> #include<instancesDeclaration> uniform viewProjection: mat4x4f;varying vPosition: vec4f; #ifdef UV1 attribute uv: vec2f; #endif #ifdef UV2 attribute uv2: vec2f; #endif #ifdef DIFFUSE varying vUVDiffuse: vec2f;uniform diffuseMatrix: mat4x4f; #endif #ifdef OPACITY varying vUVOpacity: vec2f;uniform opacityMatrix: mat4x4f; #endif #ifdef EMISSIVE varying vUVEmissive: vec2f;uniform emissiveMatrix: mat4x4f; #endif #ifdef VERTEXALPHA attribute color: vec4f;varying vColor: vec4f; #endif #define CUSTOM_VERTEX_DEFINITIONS @vertex fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position; #ifdef UV1 var uvUpdated: vec2f=input.uv; #endif #ifdef UV2 var uv2Updated: vec2f=input.uv2; #endif #include<morphTargetsVertexGlobal> #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets] #include<instancesVertex> #include<bonesVertex> #include<bakedVertexAnimation> var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0); #ifdef CUBEMAP vertexOutputs.vPosition=worldPos;vertexOutputs.position=uniforms.viewProjection*finalWorld* vec4f(input.position,1.0); #else vertexOutputs.vPosition=uniforms.viewProjection*worldPos;vertexOutputs.position=vertexOutputs.vPosition; #endif #ifdef DIFFUSE #ifdef DIFFUSEUV1 vertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy; #endif #ifdef DIFFUSEUV2 vertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy; #endif #endif #ifdef OPACITY #ifdef OPACITYUV1 vertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(uvUpdated,1.0,0.0)).xy; #endif #ifdef OPACITYUV2 vertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(uv2Updated,1.0,0.0)).xy; #endif #endif #ifdef EMISSIVE #ifdef EMISSIVEUV1 vertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(uvUpdated,1.0,0.0)).xy; #endif #ifdef EMISSIVEUV2 vertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(uv2Updated,1.0,0.0)).xy; #endif #endif #ifdef VERTEXALPHA vertexOutputs.vColor=vertexInputs.color; #endif #include<clipPlaneVertex> }`; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const glowMapGenerationVertexShaderWGSL = { name, shader }; //# sourceMappingURL=glowMapGeneration.vertex.js.map