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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"; import { bonesDeclaration } from "./ShadersInclude/bonesDeclaration.js"; import { bakedVertexAnimationDeclaration } from "./ShadersInclude/bakedVertexAnimationDeclaration.js"; import { morphTargetsVertexGlobalDeclaration } from "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js"; import { morphTargetsVertexDeclaration } from "./ShadersInclude/morphTargetsVertexDeclaration.js"; import { morphTargetsVertexGlobal } from "./ShadersInclude/morphTargetsVertexGlobal.js"; import { morphTargetsVertex } from "./ShadersInclude/morphTargetsVertex.js"; import { bonesVertex } from "./ShadersInclude/bonesVertex.js"; import { bakedVertexAnimation } from "./ShadersInclude/bakedVertexAnimation.js"; const name = "gpuTransformVertexShader"; const shader = `attribute vec3 position; #include<bonesDeclaration> #include<bakedVertexAnimationDeclaration> #include<morphTargetsVertexGlobalDeclaration> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets] out vec3 outPosition;const mat4 identity=mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );void main(void) {vec3 positionUpdated=position; #include<morphTargetsVertexGlobal> #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets] mat4 finalWorld=identity; #include<bonesVertex> #include<bakedVertexAnimation> vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);outPosition=worldPos.xyz;}`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } const includes = [bonesDeclaration, bakedVertexAnimationDeclaration, morphTargetsVertexGlobalDeclaration, morphTargetsVertexDeclaration, morphTargetsVertexGlobal, morphTargetsVertex, bonesVertex, bakedVertexAnimation]; for (const inc of includes) { if (!ShaderStore.IncludesShadersStore[inc.name]) { ShaderStore.IncludesShadersStore[inc.name] = inc.shader; } } /** @internal */ export const gpuTransformVertexShader = { name, shader }; //# sourceMappingURL=gpuTransform.vertex.js.map