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- {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/fogVertexDeclaration.js\";\nimport \"./ShadersInclude/logDepthDeclaration.js\";\nimport \"./ShadersInclude/logDepthVertex.js\";\nconst name = \"spritesVertexShader\";\nconst shader = `attribute vec4 position;attribute vec2 options;attribute vec2 offsets;attribute vec2 inverts;attribute vec4 cellInfo;attribute vec4 color;uniform mat4 view;uniform mat4 projection;varying vec2 vUV;varying vec4 vColor;\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \nvec2 cornerPos;float angle=position.w;vec2 size=vec2(options.x,options.y);vec2 offset=offsets.xy;cornerPos=vec2(offset.x-0.5,offset.y -0.5)*size;vec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;viewPos+=rotatedCorner;gl_Position=projection*vec4(viewPos,1.0); \nvColor=color;vec2 uvOffset=vec2(abs(offset.x-inverts.x),abs(1.0-offset.y-inverts.y));vec2 uvPlace=cellInfo.xy;vec2 uvSize=cellInfo.zw;vUV.x=uvPlace.x+uvSize.x*uvOffset.x;vUV.y=uvPlace.y+uvSize.y*uvOffset.y;\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spritesVertexShader = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStore","spritesVertexShader"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/sprites.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/fogVertexDeclaration.js\";\nimport \"./ShadersInclude/logDepthDeclaration.js\";\nimport \"./ShadersInclude/logDepthVertex.js\";\nconst name = \"spritesVertexShader\";\nconst shader = `attribute vec4 position;attribute vec2 options;attribute vec2 offsets;attribute vec2 inverts;attribute vec4 cellInfo;attribute vec4 color;uniform mat4 view;uniform mat4 projection;varying vec2 vUV;varying vec4 vColor;\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \nvec2 cornerPos;float angle=position.w;vec2 size=vec2(options.x,options.y);vec2 offset=offsets.xy;cornerPos=vec2(offset.x-0.5,offset.y -0.5)*size;vec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;viewPos+=rotatedCorner;gl_Position=projection*vec4(viewPos,1.0); \nvColor=color;vec2 uvOffset=vec2(abs(offset.x-inverts.x),abs(1.0-offset.y-inverts.y));vec2 uvPlace=cellInfo.xy;vec2 uvSize=cellInfo.zw;vUV.x=uvPlace.x+uvSize.x*uvOffset.x;vUV.y=uvPlace.y+uvSize.y*uvOffset.y;\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spritesVertexShader = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,OAAO,0CAA0C;AACjD,OAAO,yCAAyC;AAChD,OAAO,oCAAoC;AAC3C,MAAMC,IAAI,GAAG,qBAAqB;AAClC,MAAMC,MAAM,GAAG;AACf;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,EAAE;AACF;AACAF,WAAW,CAACG,YAAY,CAACF,IAAI,CAAC,GAAGC,MAAM;AACvC;AACA,OAAO,MAAME,mBAAmB,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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