@babylonjs/core
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JavaScript
// 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;
uniform viewProjection: mat4x4f;varying vPosition: vec4f;
attribute uv: vec2f;
attribute uv2: vec2f;
varying vUVDiffuse: vec2f;uniform diffuseMatrix: mat4x4f;
varying vUVOpacity: vec2f;uniform opacityMatrix: mat4x4f;
varying vUVEmissive: vec2f;uniform emissiveMatrix: mat4x4f;
attribute color: vec4f;varying vColor: vec4f;
@vertex
fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;
var uvUpdated: vec2f=input.uv;
var uv2Updated: vec2f=input.uv2;
var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);
vertexOutputs.vPosition=worldPos;vertexOutputs.position=uniforms.viewProjection*finalWorld* vec4f(input.position,1.0);
vertexOutputs.vPosition=uniforms.viewProjection*worldPos;vertexOutputs.position=vertexOutputs.vPosition;
vertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
vertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
vertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
vertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
vertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
vertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
vertexOutputs.vColor=vertexInputs.color;
}`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
export const glowMapGenerationVertexShaderWGSL = { name, shader };
//# sourceMappingURL=glowMapGeneration.vertex.js.map