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playcanvas

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PlayCanvas WebGL game engine

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declare const _default: "\n\n#include \"varyingsVS\"\n\n#include \"litUserDeclarationVS\"\n\n#ifdef VERTEX_COLOR\n attribute vertex_color: vec4f;\n#endif\n\n#ifdef NINESLICED\n\n varying vMask: vec2f;\n varying vTiledUv: vec2f;\n\n var<private> dMaskGlobal: vec2f;\n var<private> dTiledUvGlobal: vec2f;\n\n uniform innerOffset: vec4f;\n uniform outerScale: vec2f;\n uniform atlasRect: vec4f;\n\n#endif\n\nvar<private> dPositionW: vec3f;\nvar<private> dModelMatrix: mat4x4f;\n\n#include \"transformCoreVS\"\n\n#ifdef UV0\n attribute vertex_texCoord0: vec2f;\n #include \"uv0VS\"\n#endif\n\n#ifdef UV1\n attribute vertex_texCoord1: vec2f;\n #include \"uv1VS\"\n#endif\n\n\n#ifdef LINEAR_DEPTH\n #ifndef VIEWMATRIX\n #define VIEWMATRIX\n uniform matrix_view: mat4x4f;\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 vertex_tangent: vec4f;\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\n#include \"litUserCodeVS\"\n\n@vertex\nfn vertexMain(input : VertexInput) -> VertexOutput {\n\n #include \"litUserMainStartVS\"\n\n var output : VertexOutput;\n output.position = getPosition();\n output.vPositionW = getWorldPosition();\n\n #ifdef NORMALS\n output.vNormalW = getNormal();\n #endif\n\n #ifdef TANGENTS\n output.vTangentW = normalize(dNormalMatrix * vertex_tangent.xyz);\n output.vBinormalW = cross(output.vNormalW, output.vTangentW) * vertex_tangent.w;\n #elif defined(GGX_SPECULAR)\n output.vObjectSpaceUpW = normalize(dNormalMatrix * vec3f(0.0, 1.0, 0.0));\n #endif\n\n #ifdef UV0\n var uv0: vec2f = getUv0();\n #ifdef UV0_UNMODIFIED\n output.vUv0 = uv0;\n #endif\n #endif\n\n #ifdef UV1\n var uv1: vec2f = getUv1();\n #ifdef UV1_UNMODIFIED\n output.vUv1 = uv1;\n #endif\n #endif\n\n // expand code for uv transforms\n #include \"uvTransformVS, UV_TRANSFORMS_COUNT\"\n\n #ifdef VERTEX_COLOR\n output.vVertexColor = vertex_color;\n #endif\n\n #ifdef LINEAR_DEPTH\n // linear depth from the worldPosition, see getLinearDepth\n output.vLinearDepth = -(uniform.matrix_view * vec4f(output.vPositionW, 1.0)).z;\n #endif\n\n #ifdef MSDF\n unpackMsdfParams();\n\n output.outline_color = dOutlineColor;\n output.outline_thickness = dOutlineThickness;\n output.shadow_color = dShadowColor;\n output.shadow_offset = dShadowOffset;\n #endif\n\n #ifdef NINESLICED\n output.vMask = dMaskGlobal;\n output.vTiledUv = dTiledUvGlobal;\n #endif\n\n #include \"litUserMainEndVS\"\n\n return output;\n}\n"; export default _default;