@babylonjs/core
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33 lines • 1.15 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
import "./ShadersInclude/boundingBoxRendererVertexDeclaration.js";
import "./ShadersInclude/boundingBoxRendererUboDeclaration.js";
const name = "boundingBoxRendererVertexShader";
const shader = `attribute vec3 position;
attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;
void main(void) {
mat4 finalWorld=mat4(world0,world1,world2,world3);vec4 worldPos=finalWorld*vec4(position,1.0);
vec4 worldPos=world*vec4(position,1.0);
if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
gl_Position=viewProjection*worldPos;
}
`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
export const boundingBoxRendererVertexShader = { name, shader };
//# sourceMappingURL=boundingBoxRenderer.vertex.js.map