@babylonjs/materials
Version:
Babylon.js Materials Library =====================
60 lines • 2.12 kB
JavaScript
// Do not edit.
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/sceneVertexDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/sceneUboDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
const name = "gridVertexShader";
const shader = `precision highp float;attribute vec3 position;attribute vec3 normal;
attribute vec2 uv;
attribute vec2 uv2;
varying vec3 vPosition;varying vec3 vNormal;
varying vec2 vOpacityUV;uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
void main(void) {
vec4 worldPos=finalWorld*vec4(position,1.0);
vec4 cameraSpacePosition=view*worldPos;gl_Position=projection*cameraSpacePosition;
vec2 uv=vec2(0.,0.);
vec2 uv2=vec2(0.,0.);
if (vOpacityInfos.x==0.)
{vOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));}
else
{vOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));}
vPosition=position;vNormal=normal;
}`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
export const gridVertexShader = { name, shader };
//# sourceMappingURL=grid.vertex.js.map