UNPKG

playcanvas

Version:

PlayCanvas WebGL game engine

4 lines (2 loc) 1.66 kB
var litMainVS = '\n#ifdef VERTEX_COLOR\n attribute vec4 vertex_color;\n#endif\n#ifdef NINESLICED\n varying vec2 vMask;\n varying vec2 vTiledUv;\n uniform mediump vec4 innerOffset;\n uniform mediump vec2 outerScale;\n uniform mediump vec4 atlasRect;\n#endif\nvec3 dPositionW;\nmat4 dModelMatrix;\n#include "transformCoreVS"\n#ifdef UV0\n attribute vec2 vertex_texCoord0;\n #include "uv0VS"\n#endif\n#ifdef UV1\n attribute vec2 vertex_texCoord1;\n #include "uv1VS"\n#endif\n#ifdef LINEAR_DEPTH\n #ifndef VIEWMATRIX\n #define VIEWMATRIX\n uniform mat4 matrix_view;\n #endif\n#endif\n#include "transformVS"\n#ifdef NORMALS\n #include "normalCoreVS"\n #include "normalVS"\n#endif\n#ifdef TANGENTS\n attribute vec4 vertex_tangent;\n #include "tangentBinormalVS"\n#endif\n#include "uvTransformUniformsPS, UV_TRANSFORMS_COUNT"\n#ifdef MSDF\n #include "msdfVS"\n#endif\nvoid main(void) {\n gl_Position = getPosition();\n vPositionW = getWorldPosition();\n #ifdef NORMALS\n vNormalW = getNormal();\n #endif\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 #ifdef UV0\n vec2 uv0 = getUv0();\n #ifdef UV0_UNMODIFIED\n vUv0 = uv0;\n #endif\n #endif\n #ifdef UV1\n vec2 uv1 = getUv1();\n #ifdef UV1_UNMODIFIED\n vUv1 = uv1;\n #endif\n #endif\n #include "uvTransformPS, UV_TRANSFORMS_COUNT"\n #ifdef VERTEX_COLOR\n vVertexColor = vertex_color;\n #endif\n #ifdef LINEAR_DEPTH\n vLinearDepth = -(matrix_view * vec4(vPositionW, 1.0)).z;\n #endif\n #ifdef MSDF\n unpackMsdfParams();\n #endif\n}\n'; export { litMainVS as default };