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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/lightFragmentDeclaration.js"; import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.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/fogVertex.js"; import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js"; import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js"; import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js"; const name = "mixVertexShader"; const shader = `precision highp float;attribute vec3 position; #ifdef NORMAL attribute vec3 normal; #endif #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 vTextureUV;uniform mat4 textureMatrix;uniform vec2 vTextureInfos; #endif #ifdef POINTSIZE uniform float pointSize; #endif varying vec3 vPositionW; #ifdef NORMAL varying vec3 vNormalW; #endif #ifdef VERTEXCOLOR varying vec4 vColor; #endif #include<clipPlaneVertexDeclaration> #include<logDepthDeclaration> #include<fogVertexDeclaration> #include<__decl__lightFragment>[0..maxSimultaneousLights] #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 NORMAL vNormalW=normalize(vec3(finalWorld*vec4(normal,0.0))); #endif #ifndef UV1 vec2 uv=vec2(0.,0.); #endif #ifndef UV2 vec2 uv2=vec2(0.,0.); #endif #ifdef DIFFUSE if (vTextureInfos.x==0.) {vTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));} else {vTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));} #endif #include<clipPlaneVertex> #include<fogVertex> #include<shadowsVertex>[0..maxSimultaneousLights] #include<vertexColorMixing> #if defined(POINTSIZE) && !defined(WEBGPU) gl_PointSize=pointSize; #endif #include<logDepthVertex> #define CUSTOM_VERTEX_MAIN_END } `; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const mixVertexShader = { name, shader }; //# sourceMappingURL=mix.vertex.js.map