{"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"iblVoxelSlabDebugVertexShader\";\nconst shader = `attribute vec3 position;varying vec3 vNormalizedPosition;uniform mat4 world;uniform mat4 invWorldScale;uniform mat4 cameraViewMatrix;uniform mat4 projection;uniform mat4 viewMatrix;void main(void) {vec4 worldPosition=(world*vec4(position,1.));gl_Position=projection*cameraViewMatrix*worldPosition;vNormalizedPosition=(viewMatrix*invWorldScale*worldPosition).rgb;vNormalizedPosition.xyz=vNormalizedPosition.xyz*vec3(0.5)+vec3(0.5);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblVoxelSlabDebugVertexShader = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStore","iblVoxelSlabDebugVertexShader"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/iblVoxelSlabDebug.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"iblVoxelSlabDebugVertexShader\";\nconst shader = `attribute vec3 position;varying vec3 vNormalizedPosition;uniform mat4 world;uniform mat4 invWorldScale;uniform mat4 cameraViewMatrix;uniform mat4 projection;uniform mat4 viewMatrix;void main(void) {vec4 worldPosition=(world*vec4(position,1.));gl_Position=projection*cameraViewMatrix*worldPosition;vNormalizedPosition=(viewMatrix*invWorldScale*worldPosition).rgb;vNormalizedPosition.xyz=vNormalizedPosition.xyz*vec3(0.5)+vec3(0.5);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblVoxelSlabDebugVertexShader = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,+BAA+B;AAC5C,MAAMC,MAAM,GAAG,ibAAib;AAChc;AACAF,WAAW,CAACG,YAAY,CAACF,IAAI,CAAC,GAAGC,MAAM;AACvC;AACA,OAAO,MAAME,6BAA6B,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}