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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"; const name = "instancesDeclaration"; const shader = `#ifdef INSTANCES attribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>; #ifdef INSTANCESCOLOR attribute instanceColor : vec4<f32>; #endif #if defined(THIN_INSTANCES) && !defined(WORLD_UBO) uniform world : mat4x4<f32>; #endif #if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR) attribute previousWorld0 : vec4<f32>;attribute previousWorld1 : vec4<f32>;attribute previousWorld2 : vec4<f32>;attribute previousWorld3 : vec4<f32>; #ifdef THIN_INSTANCES uniform previousWorld : mat4x4<f32>; #endif #endif #else #if !defined(WORLD_UBO) uniform world : mat4x4<f32>; #endif #if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR) uniform previousWorld : mat4x4<f32>; #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ export const instancesDeclarationWGSL = { name, shader }; //# sourceMappingURL=instancesDeclaration.js.map