@babylonjs/core
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24 lines • 1.05 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
import "./ShadersInclude/fogVertexDeclaration.js";
import "./ShadersInclude/logDepthDeclaration.js";
import "./ShadersInclude/logDepthVertex.js";
const name = "spriteMapVertexShader";
const shader = `precision highp float;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;varying vec3 vPosition;varying vec2 vUV;varying vec2 tUV;uniform float time;uniform mat4 world;uniform mat4 view;uniform mat4 projection;uniform vec2 stageSize;uniform float stageScale;
void main() {vec4 p=vec4( position,1. );vPosition=p.xyz;vUV=uv;tUV=uv*stageSize;
vec3 viewPos=(view*world*p).xyz;
gl_Position=projection*vec4(viewPos,1.0);
vFogDistance=viewPos;
}`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
export const spriteMapVertexShader = { name, shader };
//# sourceMappingURL=spriteMap.vertex.js.map