@babylonjs/viewer
Version:
The Babylon Viewer aims to simplify a specific but common Babylon.js use case: loading, viewing, and interacting with a 3D model.
195 lines (185 loc) • 5.58 kB
JavaScript
import { S as ShaderStore } from './index-FzOfPXLV.esm.js';
import './bakedVertexAnimation-D5Wmzm8F.esm.js';
import './morphTargetsVertex-Bimm08Fe.esm.js';
import './helperFunctions-CLFdU2UC.esm.js';
import './sceneUboDeclaration-CeGVxetF.esm.js';
import './meshUboDeclaration-f8uifp9L.esm.js';
import './clipPlaneVertex-wC8bw87F.esm.js';
// Do not edit.
const name$7 = "sceneVertexDeclaration";
const shader$7 = `uniform mat4 viewProjection;
uniform mat4 viewProjectionR;
uniform mat4 view;uniform mat4 projection;uniform vec4 vEyePosition;
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$7]) {
ShaderStore.IncludesShadersStore[name$7] = shader$7;
}
// Do not edit.
const name$6 = "meshVertexDeclaration";
const shader$6 = `uniform mat4 world;uniform float visibility;
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$6]) {
ShaderStore.IncludesShadersStore[name$6] = shader$6;
}
// Do not edit.
const name$5 = "shadowMapVertexDeclaration";
const shader$5 = `
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$5]) {
ShaderStore.IncludesShadersStore[name$5] = shader$5;
}
// Do not edit.
const name$4 = "shadowMapUboDeclaration";
const shader$4 = `layout(std140,column_major) uniform;
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$4]) {
ShaderStore.IncludesShadersStore[name$4] = shader$4;
}
// Do not edit.
const name$3 = "shadowMapVertexExtraDeclaration";
const shader$3 = `
uniform vec3 lightDataSM;
uniform vec3 biasAndScaleSM;uniform vec2 depthValuesSM;varying float vDepthMetricSM;
varying vec3 vPositionWSM;
varying float zSM;
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$3]) {
ShaderStore.IncludesShadersStore[name$3] = shader$3;
}
// Do not edit.
const name$2 = "shadowMapVertexNormalBias";
const shader$2 = `
vec3 worldLightDirSM=normalize(-lightDataSM.xyz);
vec3 directionToLightSM=lightDataSM.xyz-worldPos.xyz;vec3 worldLightDirSM=normalize(directionToLightSM);
float ndlSM=dot(vNormalW,worldLightDirSM);float sinNLSM=sqrt(1.0-ndlSM*ndlSM);float normalBiasSM=biasAndScaleSM.y*sinNLSM;worldPos.xyz-=vNormalW*normalBiasSM;
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$2]) {
ShaderStore.IncludesShadersStore[name$2] = shader$2;
}
// Do not edit.
const name$1 = "shadowMapVertexMetric";
const shader$1 = `
vPositionWSM=worldPos.xyz;
gl_Position.z-=biasAndScaleSM.x*gl_Position.w*BIASFACTOR;
gl_Position.z+=biasAndScaleSM.x*gl_Position.w*BIASFACTOR;
zSM=gl_Position.z;gl_Position.z=0.0;
vDepthMetricSM=(-gl_Position.z+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
vDepthMetricSM=(gl_Position.z+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$1]) {
ShaderStore.IncludesShadersStore[name$1] = shader$1;
}
// Do not edit.
const name = "shadowMapVertexShader";
const shader = `attribute vec3 position;
attribute vec3 normal;
attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;
varying vec2 vUV;uniform mat4 diffuseMatrix;
attribute vec2 uv;
attribute vec2 uv2;
void main(void)
{vec3 positionUpdated=position;
vec2 uvUpdated=uv;
vec2 uv2Updated=uv2;
vec3 normalUpdated=normal;
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
mat3 normWorldSM=mat3(finalWorld);
vec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);
normWorldSM=transposeMat3(inverseMat3(normWorldSM));
vec3 vNormalW=normalize(normWorldSM*normalUpdated);
gl_Position=viewProjection*worldPos;
vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
vUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));
}`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
const shadowMapVertexShader = { name, shader };
export { shadowMapVertexShader };
//# sourceMappingURL=shadowMap.vertex-CGN-5pu0.esm.js.map