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@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.

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/bonesDeclaration.js"; import "./ShadersInclude/bakedVertexAnimationDeclaration.js"; import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js"; import "./ShadersInclude/morphTargetsVertexDeclaration.js"; import "./ShadersInclude/clipPlaneVertexDeclaration.js"; import "./ShadersInclude/instancesDeclaration.js"; import "./ShadersInclude/morphTargetsVertexGlobal.js"; import "./ShadersInclude/morphTargetsVertex.js"; import "./ShadersInclude/instancesVertex.js"; import "./ShadersInclude/bonesVertex.js"; import "./ShadersInclude/bakedVertexAnimation.js"; import "./ShadersInclude/clipPlaneVertex.js"; const name = "glowMapGenerationVertexShader"; const shader = `attribute vec3 position; #include<bonesDeclaration> #include<bakedVertexAnimationDeclaration> #include<morphTargetsVertexGlobalDeclaration> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets] #include<clipPlaneVertexDeclaration> #include<instancesDeclaration> uniform mat4 viewProjection;varying vec4 vPosition; #ifdef UV1 attribute vec2 uv; #endif #ifdef UV2 attribute vec2 uv2; #endif #ifdef DIFFUSE varying vec2 vUVDiffuse;uniform mat4 diffuseMatrix; #endif #ifdef OPACITY varying vec2 vUVOpacity;uniform mat4 opacityMatrix; #endif #ifdef EMISSIVE varying vec2 vUVEmissive;uniform mat4 emissiveMatrix; #endif #ifdef VERTEXALPHA attribute vec4 color;varying vec4 vColor; #endif #define CUSTOM_VERTEX_DEFINITIONS void main(void) {vec3 positionUpdated=position; #ifdef UV1 vec2 uvUpdated=uv; #endif #ifdef UV2 vec2 uv2Updated=uv2; #endif #include<morphTargetsVertexGlobal> #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets] #include<instancesVertex> #include<bonesVertex> #include<bakedVertexAnimation> vec4 worldPos=finalWorld*vec4(positionUpdated,1.0); #ifdef CUBEMAP vPosition=worldPos;gl_Position=viewProjection*finalWorld*vec4(position,1.0); #else vPosition=viewProjection*worldPos;gl_Position=vPosition; #endif #ifdef DIFFUSE #ifdef DIFFUSEUV1 vUVDiffuse=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0)); #endif #ifdef DIFFUSEUV2 vUVDiffuse=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0)); #endif #endif #ifdef OPACITY #ifdef OPACITYUV1 vUVOpacity=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0)); #endif #ifdef OPACITYUV2 vUVOpacity=vec2(opacityMatrix*vec4(uv2Updated,1.0,0.0)); #endif #endif #ifdef EMISSIVE #ifdef EMISSIVEUV1 vUVEmissive=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0)); #endif #ifdef EMISSIVEUV2 vUVEmissive=vec2(emissiveMatrix*vec4(uv2Updated,1.0,0.0)); #endif #endif #ifdef VERTEXALPHA vColor=color; #endif #include<clipPlaneVertex> }`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const glowMapGenerationVertexShader = { name, shader }; //# sourceMappingURL=glowMapGeneration.vertex.js.map