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playcanvas

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PlayCanvas WebGL game engine

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declare const _default: "\n#ifdef VERTEX_COLOR\n attribute vec4 vertex_color;\n#endif\n\n#ifdef NINESLICED\n\n varying vec2 vMask;\n varying vec2 vTiledUv;\n\n uniform mediump vec4 innerOffset;\n uniform mediump vec2 outerScale;\n uniform mediump vec4 atlasRect;\n\n#endif\n\nvec3 dPositionW;\nmat4 dModelMatrix;\n\n#include \"transformCoreVS\"\n\n#ifdef UV0\n attribute vec2 vertex_texCoord0;\n #include \"uv0VS\"\n#endif\n\n#ifdef UV1\n attribute vec2 vertex_texCoord1;\n #include \"uv1VS\"\n#endif\n\n\n#ifdef LINEAR_DEPTH\n #ifndef VIEWMATRIX\n #define VIEWMATRIX\n uniform mat4 matrix_view;\n #endif\n#endif\n\n#include \"transformVS\"\n\n#ifdef NORMALS\n #include \"normalCoreVS\"\n #include \"normalVS\"\n#endif\n\n#ifdef TANGENTS\n attribute vec4 vertex_tangent;\n #include \"tangentBinormalVS\"\n#endif\n\n// expand uniforms for uv transforms\n#include \"uvTransformUniformsPS, UV_TRANSFORMS_COUNT\"\n\n#ifdef MSDF\n #include \"msdfVS\"\n#endif\n\nvoid main(void) {\n gl_Position = getPosition();\n vPositionW = getWorldPosition();\n\n #ifdef NORMALS\n vNormalW = getNormal();\n #endif\n\n #ifdef TANGENTS\n vTangentW = getTangent();\n vBinormalW = getBinormal();\n #elif defined(GGX_SPECULAR)\n vObjectSpaceUpW = normalize(dNormalMatrix * vec3(0, 1, 0));\n #endif\n\n #ifdef UV0\n vec2 uv0 = getUv0();\n #ifdef UV0_UNMODIFIED\n vUv0 = uv0;\n #endif\n #endif\n\n #ifdef UV1\n vec2 uv1 = getUv1();\n #ifdef UV1_UNMODIFIED\n vUv1 = uv1;\n #endif\n #endif\n\n // expand code for uv transforms\n #include \"uvTransformPS, UV_TRANSFORMS_COUNT\"\n\n #ifdef VERTEX_COLOR\n vVertexColor = vertex_color;\n #endif\n\n #ifdef LINEAR_DEPTH\n // linear depth from the worldPosition, see getLinearDepth\n vLinearDepth = -(matrix_view * vec4(vPositionW, 1.0)).z;\n #endif\n\n #ifdef MSDF\n unpackMsdfParams();\n #endif\n}\n"; export default _default;