@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.
188 lines • 7.49 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
import "./ShadersInclude/defaultVertexDeclaration.js";
import "./ShadersInclude/defaultUboDeclaration.js";
import "./ShadersInclude/uvAttributeDeclaration.js";
import "./ShadersInclude/helperFunctions.js";
import "./ShadersInclude/bonesDeclaration.js";
import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
import "./ShadersInclude/instancesDeclaration.js";
import "./ShadersInclude/prePassVertexDeclaration.js";
import "./ShadersInclude/mainUVVaryingDeclaration.js";
import "./ShadersInclude/samplerVertexDeclaration.js";
import "./ShadersInclude/bumpVertexDeclaration.js";
import "./ShadersInclude/clipPlaneVertexDeclaration.js";
import "./ShadersInclude/fogVertexDeclaration.js";
import "./ShadersInclude/lightVxFragmentDeclaration.js";
import "./ShadersInclude/lightVxUboDeclaration.js";
import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
import "./ShadersInclude/morphTargetsVertexDeclaration.js";
import "./ShadersInclude/logDepthDeclaration.js";
import "./ShadersInclude/morphTargetsVertexGlobal.js";
import "./ShadersInclude/morphTargetsVertex.js";
import "./ShadersInclude/instancesVertex.js";
import "./ShadersInclude/bonesVertex.js";
import "./ShadersInclude/bakedVertexAnimation.js";
import "./ShadersInclude/prePassVertex.js";
import "./ShadersInclude/uvVariableDeclaration.js";
import "./ShadersInclude/samplerVertexImplementation.js";
import "./ShadersInclude/bumpVertex.js";
import "./ShadersInclude/clipPlaneVertex.js";
import "./ShadersInclude/fogVertex.js";
import "./ShadersInclude/shadowsVertex.js";
import "./ShadersInclude/vertexColorMixing.js";
import "./ShadersInclude/pointCloudVertex.js";
import "./ShadersInclude/logDepthVertex.js";
const name = "defaultVertexShader";
const shader = `
attribute vec3 position;
attribute vec3 normal;
attribute vec4 tangent;
attribute vec2 uv;
attribute vec4 color;
varying vec3 vPositionW;
varying vec3 vNormalW;
varying vec4 vColor;
varying vec3 vPositionUVW;
varying vec3 vDirectionW;
void main(void) {
vec3 positionUpdated=position;
vec3 normalUpdated=normal;
vec4 tangentUpdated=tangent;
vec2 uvUpdated=uv;
vec2 uv2Updated=uv2;
vec4 colorUpdated=color;
vPositionUVW=positionUpdated;
vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
mat3 normalWorld=mat3(finalWorld);
vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
normalWorld=transposeMat3(inverseMat3(normalWorld));
vNormalW=normalize(normalWorld*normalUpdated);
if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
gl_Position=viewProjection*worldPos;
vPositionW=vec3(worldPos);
vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
vec2 uvUpdated=vec2(0.,0.);
vec2 uv2Updated=vec2(0.,0.);
vMainUV1=uvUpdated;
vMainUV2=uv2Updated;
}
`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
export const defaultVertexShader = { name, shader };
//# sourceMappingURL=default.vertex.js.map