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@babylonjs/materials

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Babylon.js Materials Library =====================

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// Do not edit. import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js"; import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js"; import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js"; import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js"; import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js"; import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js"; import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js"; import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js"; import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js"; import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js"; import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js"; import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js"; import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js"; import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js"; const name = "fireVertexShader"; const shader = `precision highp float;attribute vec3 position; #ifdef UV1 attribute vec2 uv; #endif #ifdef UV2 attribute vec2 uv2; #endif #ifdef VERTEXCOLOR attribute vec4 color; #endif #include<bonesDeclaration> #include<bakedVertexAnimationDeclaration> #include<instancesDeclaration> uniform mat4 view;uniform mat4 viewProjection; #ifdef DIFFUSE varying vec2 vDiffuseUV; #endif #ifdef POINTSIZE uniform float pointSize; #endif varying vec3 vPositionW; #ifdef VERTEXCOLOR varying vec4 vColor; #endif #include<clipPlaneVertexDeclaration> #include<logDepthDeclaration> #include<fogVertexDeclaration> uniform float time;uniform float speed; #ifdef DIFFUSE varying vec2 vDistortionCoords1;varying vec2 vDistortionCoords2;varying vec2 vDistortionCoords3; #endif #define CUSTOM_VERTEX_DEFINITIONS void main(void) { #define CUSTOM_VERTEX_MAIN_BEGIN #ifdef VERTEXCOLOR vec4 colorUpdated=color; #endif #include<instancesVertex> #include<bonesVertex> #include<bakedVertexAnimation> vec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos); #ifdef DIFFUSE vDiffuseUV=uv;vDiffuseUV.y-=0.2; #endif #include<clipPlaneVertex> #include<logDepthVertex> #include<fogVertex> #include<vertexColorMixing> #if defined(POINTSIZE) && !defined(WEBGPU) gl_PointSize=pointSize; #endif #ifdef DIFFUSE vec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;vDistortionCoords1.x=uv.x;vDistortionCoords1.y=uv.y+layerSpeed.x*time/1000.0;vDistortionCoords2.x=uv.x;vDistortionCoords2.y=uv.y+layerSpeed.y*time/1000.0;vDistortionCoords3.x=uv.x;vDistortionCoords3.y=uv.y+layerSpeed.z*time/1000.0; #endif #define CUSTOM_VERTEX_MAIN_END } `; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const fireVertexShader = { name, shader }; //# sourceMappingURL=fire.vertex.js.map