@babylonjs/core
Version:
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.
65 lines • 2.18 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../../Engines/shaderStore.js";
const name = "vertexPullingVertex";
const shader = `
let vpVertexIndex: u32=vp_readVertexIndex(vertexInputs.vertexIndex);positionUpdated=vp_readPosition(uniforms.vp_position_info,vpVertexIndex);
normalUpdated=vp_readNormal(uniforms.vp_normal_info,vpVertexIndex);
tangentUpdated=vp_readTangent(uniforms.vp_tangent_info,vpVertexIndex);
uvUpdated=vp_readUV(uniforms.vp_uv_info,vpVertexIndex);
uv2Updated=vp_readUV2(uniforms.vp_uv2_info,vpVertexIndex);
var uv3Updated: vec2f=vp_readUV3(uniforms.vp_uv3_info,vpVertexIndex);
var uv4Updated: vec2f=vp_readUV4(uniforms.vp_uv4_info,vpVertexIndex);
var uv5Updated: vec2f=vp_readUV5(uniforms.vp_uv5_info,vpVertexIndex);
var uv6Updated: vec2f=vp_readUV6(uniforms.vp_uv6_info,vpVertexIndex);
colorUpdated=vp_readColor(uniforms.vp_color_info,vpVertexIndex);
let vp_basePosition: vec3f=positionUpdated;
let vp_baseNormal: vec3f=normalUpdated;
let vp_baseTangent: vec4f=tangentUpdated;
let vp_baseUV: vec2f=uvUpdated;
let vp_baseUV2: vec2f=uv2Updated;
let vp_baseColor: vec4f=colorUpdated;
var vp_matricesIndices: vec4f=vp_readBoneIndices(uniforms.vp_matricesIndices_info,vpVertexIndex);var vp_matricesWeights: vec4f=vp_readBoneWeights(uniforms.vp_matricesWeights_info,vpVertexIndex);
var vp_matricesIndicesExtra: vec4f=vp_readBoneIndicesExtra(uniforms.vp_matricesIndicesExtra_info,vpVertexIndex);var vp_matricesWeightsExtra: vec4f=vp_readBoneWeightsExtra(uniforms.vp_matricesWeightsExtra_info,vpVertexIndex);
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
ShaderStore.IncludesShadersStoreWGSL[name] = shader;
}
/** @internal */
export const vertexPullingVertexWGSL = { name, shader };
//# sourceMappingURL=vertexPullingVertex.js.map