@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.
71 lines • 2.31 kB
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/logDepthDeclaration.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";
import "./ShadersInclude/logDepthVertex.js";
const name = "outlineVertexShader";
const shader = `attribute vec3 position;attribute vec3 normal;
uniform float offset;
uniform mat4 viewProjection;
varying vec2 vUV;uniform mat4 diffuseMatrix;
attribute vec2 uv;
attribute vec2 uv2;
void main(void)
{vec3 positionUpdated=position;vec3 normalUpdated=normal;
vec2 uvUpdated=uv;
vec2 uv2Updated=uv2;
vec3 offsetPosition=positionUpdated+(normalUpdated*offset);
vec4 worldPos=finalWorld*vec4(offsetPosition,1.0);gl_Position=viewProjection*worldPos;
vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
vUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));
}
`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
export const outlineVertexShader = { name, shader };
//# sourceMappingURL=outline.vertex.js.map