UNPKG

@babylonjs/core

Version:

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
// 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 = `#define CUSTOM_VERTEX_EXTENSION #include<__decl__defaultVertex> #define CUSTOM_VERTEX_BEGIN attribute vec3 position; #ifdef NORMAL attribute vec3 normal; #endif #ifdef TANGENT attribute vec4 tangent; #endif #ifdef UV1 attribute vec2 uv; #endif #include<uvAttributeDeclaration>[2..7] #ifdef VERTEXCOLOR attribute vec4 color; #endif #include<helperFunctions> #include<bonesDeclaration> #include<bakedVertexAnimationDeclaration> #include<instancesDeclaration> #include<prePassVertexDeclaration> #include<mainUVVaryingDeclaration>[1..7] #include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse) #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail) #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient) #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity) #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive) #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap) #if defined(SPECULARTERM) #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular) #endif #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump) #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal) varying vec3 vPositionW; #ifdef NORMAL varying vec3 vNormalW; #endif #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES) varying vec4 vColor; #endif #include<bumpVertexDeclaration> #include<clipPlaneVertexDeclaration> #include<fogVertexDeclaration> #include<__decl__lightVxFragment>[0..maxSimultaneousLights] #include<morphTargetsVertexGlobalDeclaration> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets] #ifdef REFLECTIONMAP_SKYBOX varying vec3 vPositionUVW; #endif #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED) varying vec3 vDirectionW; #endif #include<logDepthDeclaration> #define CUSTOM_VERTEX_DEFINITIONS void main(void) { #define CUSTOM_VERTEX_MAIN_BEGIN vec3 positionUpdated=position; #ifdef NORMAL vec3 normalUpdated=normal; #endif #ifdef TANGENT vec4 tangentUpdated=tangent; #endif #ifdef UV1 vec2 uvUpdated=uv; #endif #ifdef UV2 vec2 uv2Updated=uv2; #endif #ifdef VERTEXCOLOR vec4 colorUpdated=color; #endif #include<morphTargetsVertexGlobal> #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets] #ifdef REFLECTIONMAP_SKYBOX vPositionUVW=positionUpdated; #endif #define CUSTOM_VERTEX_UPDATE_POSITION #define CUSTOM_VERTEX_UPDATE_NORMAL #include<instancesVertex> #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED) vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0); #endif #include<bonesVertex> #include<bakedVertexAnimation> vec4 worldPos=finalWorld*vec4(positionUpdated,1.0); #ifdef NORMAL mat3 normalWorld=mat3(finalWorld); #if defined(INSTANCES) && defined(THIN_INSTANCES) vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW); #else #ifdef NONUNIFORMSCALING normalWorld=transposeMat3(inverseMat3(normalWorld)); #endif vNormalW=normalize(normalWorld*normalUpdated); #endif #endif #define CUSTOM_VERTEX_UPDATE_WORLDPOS #ifdef MULTIVIEW if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;} #else gl_Position=viewProjection*worldPos; #endif vPositionW=vec3(worldPos); #ifdef PREPASS #include<prePassVertex> #endif #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED) vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0))); #endif #ifndef UV1 vec2 uvUpdated=vec2(0.,0.); #endif #ifndef UV2 vec2 uv2Updated=vec2(0.,0.); #endif #ifdef MAINUV1 vMainUV1=uvUpdated; #endif #ifdef MAINUV2 vMainUV2=uv2Updated; #endif #include<uvVariableDeclaration>[3..7] #include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x) #if defined(SPECULARTERM) #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x) #endif #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x) #include<bumpVertex> #include<clipPlaneVertex> #include<fogVertex> #include<shadowsVertex>[0..maxSimultaneousLights] #include<vertexColorMixing> #include<pointCloudVertex> #include<logDepthVertex> #define CUSTOM_VERTEX_MAIN_END } `; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const defaultVertexShader = { name, shader }; //# sourceMappingURL=default.vertex.js.map