UNPKG

@babylonjs/materials

Version:

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

60 lines 2.12 kB
// 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; #ifdef UV1 attribute vec2 uv; #endif #ifdef UV2 attribute vec2 uv2; #endif #include<instancesDeclaration> #include<__decl__sceneVertex> varying vec3 vPosition;varying vec3 vNormal; #include<logDepthDeclaration> #include<fogVertexDeclaration> #ifdef OPACITY varying vec2 vOpacityUV;uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos; #endif #include<clipPlaneVertexDeclaration> #define CUSTOM_VERTEX_DEFINITIONS void main(void) { #define CUSTOM_VERTEX_MAIN_BEGIN #include<instancesVertex> vec4 worldPos=finalWorld*vec4(position,1.0); #include<fogVertex> vec4 cameraSpacePosition=view*worldPos;gl_Position=projection*cameraSpacePosition; #ifdef OPACITY #ifndef UV1 vec2 uv=vec2(0.,0.); #endif #ifndef UV2 vec2 uv2=vec2(0.,0.); #endif if (vOpacityInfos.x==0.) {vOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));} else {vOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));} #endif #include<clipPlaneVertex> #include<logDepthVertex> vPosition=position;vNormal=normal; #define CUSTOM_VERTEX_MAIN_END }`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const gridVertexShader = { name, shader }; //# sourceMappingURL=grid.vertex.js.map