@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.
49 lines • 3.64 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
import "./ShadersInclude/morphTargetsVertexDeclaration.js";
import "./ShadersInclude/vertexPullingDeclaration.js";
import "./ShadersInclude/bonesVertex.js";
import "./ShadersInclude/bakedVertexAnimation.js";
const name = "iblVoxelGridVertexShader";
const shader = `
uniform invWorldScale : mat4x4f;varying vNormalizedPosition : vec3f;flat varying f_swizzle : i32;fn calculateTriangleNormal(v0
: vec3<f32>,v1
: vec3<f32>,v2
: vec3<f32>)
->vec3<f32> {let edge1=v1-v0;let edge2=v2-v0;let triangleNormal=cross(edge1,edge2);let normalizedTriangleNormal=normalize(triangleNormal);return normalizedTriangleNormal;}
@vertex
fn main(input : VertexInputs)->FragmentInputs {
var triPositions: array<vec3f,3>;var thisTriIndex : u32=vertexInputs.vertexIndex;
for (var i: u32=0u; i<3u; i=i+1u) {var provokingVertNum : u32=vertexInputs.vertexIndex/3*3;let vertIdx=vp_readVertexIndex(provokingVertNum+i);if (provokingVertNum+i==vertexInputs.vertexIndex) {thisTriIndex=i;}
var positionUpdated=vp_readPosition(uniforms.vp_position_info,vertIdx);
let inputPosition: vec3f=positionUpdated;
let matrixIndex=vp_readBoneIndices(uniforms.vp_matricesIndices_info,vertIdx);let matrixWeight=vp_readBoneWeights(uniforms.vp_matricesWeights_info,vertIdx);
let matrixIndexExtra=vp_readBoneIndicesExtra(uniforms.vp_matricesIndicesExtra_info,vertIdx);let matrixWeightExtra=vp_readBoneWeightsExtra(uniforms.vp_matricesWeightsExtra_info,vertIdx);
triPositions[i]=(finalWorld*vec4(positionUpdated,1.0)).xyz;}
var N : vec3<f32>=calculateTriangleNormal(triPositions[0],triPositions[1],triPositions[2]);let worldPos=triPositions[thisTriIndex];vertexOutputs.position=uniforms.invWorldScale*vec4(worldPos,1.0);N=abs(N);if (N.x>N.y && N.x>N.z) {vertexOutputs.f_swizzle=0;vertexOutputs.position=vec4f(vertexOutputs.position.yzx,1.0);} else if (N.y>N.z) {vertexOutputs.f_swizzle=1;vertexOutputs.position=vec4f(vertexOutputs.position.zxy,1.0);} else {vertexOutputs.f_swizzle=2;vertexOutputs.position=vec4f(vertexOutputs.position.xyz,1.0);}
vertexOutputs.vNormalizedPosition=vertexOutputs.position.xyz*0.5+0.5;vertexOutputs.position.z =
vertexOutputs.vNormalizedPosition.z; }
`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
export const iblVoxelGridVertexShaderWGSL = { name, shader };
//# sourceMappingURL=iblVoxelGrid.vertex.js.map