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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 = "vertexPullingVertex"; const shader = `#ifdef USE_VERTEX_PULLING let vpVertexIndex: u32=vp_readVertexIndex(vertexInputs.vertexIndex);positionUpdated=vp_readPosition(uniforms.vp_position_info,vpVertexIndex); #ifdef NORMAL normalUpdated=vp_readNormal(uniforms.vp_normal_info,vpVertexIndex); #endif #ifdef TANGENT tangentUpdated=vp_readTangent(uniforms.vp_tangent_info,vpVertexIndex); #endif #ifdef UV1 uvUpdated=vp_readUV(uniforms.vp_uv_info,vpVertexIndex); #endif #ifdef UV2 uv2Updated=vp_readUV2(uniforms.vp_uv2_info,vpVertexIndex); #endif #ifdef UV3 var uv3Updated: vec2f=vp_readUV3(uniforms.vp_uv3_info,vpVertexIndex); #endif #ifdef UV4 var uv4Updated: vec2f=vp_readUV4(uniforms.vp_uv4_info,vpVertexIndex); #endif #ifdef UV5 var uv5Updated: vec2f=vp_readUV5(uniforms.vp_uv5_info,vpVertexIndex); #endif #ifdef UV6 var uv6Updated: vec2f=vp_readUV6(uniforms.vp_uv6_info,vpVertexIndex); #endif #ifdef VERTEXCOLOR colorUpdated=vp_readColor(uniforms.vp_color_info,vpVertexIndex); #endif #ifdef MORPHTARGETS let vp_basePosition: vec3f=positionUpdated; #ifdef NORMAL let vp_baseNormal: vec3f=normalUpdated; #endif #ifdef TANGENT let vp_baseTangent: vec4f=tangentUpdated; #endif #ifdef UV1 let vp_baseUV: vec2f=uvUpdated; #endif #ifdef UV2 let vp_baseUV2: vec2f=uv2Updated; #endif #ifdef VERTEXCOLOR let vp_baseColor: vec4f=colorUpdated; #endif #endif #if NUM_BONE_INFLUENCERS>0 var vp_matricesIndices: vec4f=vp_readBoneIndices(uniforms.vp_matricesIndices_info,vpVertexIndex);var vp_matricesWeights: vec4f=vp_readBoneWeights(uniforms.vp_matricesWeights_info,vpVertexIndex); #if NUM_BONE_INFLUENCERS>4 var vp_matricesIndicesExtra: vec4f=vp_readBoneIndicesExtra(uniforms.vp_matricesIndicesExtra_info,vpVertexIndex);var vp_matricesWeightsExtra: vec4f=vp_readBoneWeightsExtra(uniforms.vp_matricesWeightsExtra_info,vpVertexIndex); #endif #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ export const vertexPullingVertexWGSL = { name, shader }; //# sourceMappingURL=vertexPullingVertex.js.map