@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.
50 lines • 2.95 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
import "./ShadersInclude/morphTargetsVertexDeclaration.js";
const name = "iblVoxelGridVertexShader";
const shader = `
var<storage,read> indices : array<u32>;
var<storage,read> position : array<f32>;uniform world : mat4x4f;uniform invWorldScale: mat4x4f;varying vNormalizedPosition : vec3f;flat varying f_swizzle: i32;fn readVertexPosition(index : u32)->vec3f {var pos : vec3f;pos.x=position[index*3];pos.y=position[index*3+1];pos.z=position[index*3+2];return pos;}
fn readVertexIndex(index : u32)->u32 {
return index;
return indices[index];
let u32_index=index/2u;let bit_offset=(index & 1u)*16u;return (indices[u32_index]>>bit_offset) & 0xFFFFu;
}
fn calculateTriangleNormal(v0
: vec3<f32>,v1
: vec3<f32>,v2
: vec3<f32>)
->vec3<f32> {let edge1=v1-v0;let edge2=v2-v0;let triangleNormal=cross(edge1,edge2);let normalizedTriangleNormal=normalize(triangleNormal);return normalizedTriangleNormal;}
@vertex
fn main(input : VertexInputs)->FragmentInputs {var vertIdx=readVertexIndex(input.vertexIndex);var positionUpdated=readVertexPosition(vertIdx);
let inputPosition: vec3f=positionUpdated;
let worldPos=finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.position=uniforms.invWorldScale*worldPos;var provokingVertNum : u32=input.vertexIndex/3*3;var pos0=readVertexPosition(readVertexIndex(provokingVertNum));var pos1=readVertexPosition(readVertexIndex(provokingVertNum+1));var pos2=readVertexPosition(readVertexIndex(provokingVertNum+2));var N : vec3<f32>=calculateTriangleNormal(pos0,pos1,pos2);N=abs(N);if (N.x>N.y && N.x>N.z) {vertexOutputs.f_swizzle=0;vertexOutputs.position=vec4f(vertexOutputs.position.yzx,1.0);} else if (N.y>N.z) {vertexOutputs.f_swizzle=1;vertexOutputs.position=vec4f(vertexOutputs.position.zxy,1.0);} else {vertexOutputs.f_swizzle=2;vertexOutputs.position=vec4f(vertexOutputs.position.xyz,1.0);}
vertexOutputs.vNormalizedPosition=vertexOutputs.position.xyz*0.5+0.5;vertexOutputs.position.z =
vertexOutputs.vNormalizedPosition.z; }
`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
export const iblVoxelGridVertexShaderWGSL = { name, shader };
//# sourceMappingURL=iblVoxelGrid.vertex.js.map