@babylonjs/core
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60 lines • 1.88 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
import "./ShadersInclude/bonesDeclaration.js";
import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
import "./ShadersInclude/clipPlaneVertexDeclaration.js";
import "./ShadersInclude/fogVertexDeclaration.js";
import "./ShadersInclude/instancesDeclaration.js";
import "./ShadersInclude/instancesVertex.js";
import "./ShadersInclude/bonesVertex.js";
import "./ShadersInclude/bakedVertexAnimation.js";
import "./ShadersInclude/clipPlaneVertex.js";
import "./ShadersInclude/fogVertex.js";
import "./ShadersInclude/vertexColorMixing.js";
const name = "colorVertexShader";
const shader = `attribute vec3 position;
attribute vec4 color;
uniform mat4 view;
uniform mat4 viewProjection;
uniform mat4 viewProjectionR;
varying vec4 vColor;
void main(void) {
vec4 colorUpdated=color;
vec4 worldPos=finalWorld*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 colorVertexShader = { name, shader };
//# sourceMappingURL=color.vertex.js.map