@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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JavaScript
// 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;
uniform mat4 viewProjection;varying vec4 vPosition;
attribute vec2 uv;
attribute vec2 uv2;
varying vec2 vUVDiffuse;uniform mat4 diffuseMatrix;
varying vec2 vUVOpacity;uniform mat4 opacityMatrix;
varying vec2 vUVEmissive;uniform mat4 emissiveMatrix;
attribute vec4 color;varying vec4 vColor;
void main(void)
{vec3 positionUpdated=position;
vec2 uvUpdated=uv;
vec2 uv2Updated=uv2;
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
vPosition=worldPos;gl_Position=viewProjection*finalWorld*vec4(position,1.0);
vPosition=viewProjection*worldPos;gl_Position=vPosition;
vUVDiffuse=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
vUVDiffuse=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));
vUVOpacity=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0));
vUVOpacity=vec2(opacityMatrix*vec4(uv2Updated,1.0,0.0));
vUVEmissive=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0));
vUVEmissive=vec2(emissiveMatrix*vec4(uv2Updated,1.0,0.0));
vColor=color;
}`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
export const glowMapGenerationVertexShader = { name, shader };
//# sourceMappingURL=glowMapGeneration.vertex.js.map