1 |
- {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/bonesDeclaration.js\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration.js\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration.js\";\nimport \"./ShadersInclude/instancesDeclaration.js\";\nimport \"./ShadersInclude/logDepthDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal.js\";\nimport \"./ShadersInclude/morphTargetsVertex.js\";\nimport \"./ShadersInclude/instancesVertex.js\";\nimport \"./ShadersInclude/bonesVertex.js\";\nimport \"./ShadersInclude/bakedVertexAnimation.js\";\nimport \"./ShadersInclude/clipPlaneVertex.js\";\nimport \"./ShadersInclude/logDepthVertex.js\";\nconst name = \"outlineVertexShader\";\nconst shader = `attribute position: vec3f;attribute normal: vec3f;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\nuniform offset: f32;\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#ifdef ALPHATEST\nvarying vUV: vec2f;uniform diffuseMatrix: mat4x4f; \n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;var normalUpdated: vec3f=vertexInputs.normal;\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\nvar offsetPosition: vec3f=positionUpdated+(normalUpdated*uniforms.offset);\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(offsetPosition,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;\n#ifdef ALPHATEST\n#ifdef UV1\nvertexOutputs.vUV=(uniforms.diffuseMatrix*vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef UV2\nvertexOutputs.vUV=(uniforms.diffuseMatrix*vec4f(vertexInputs.uv2,1.0,0.0)).xy;\n#endif\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const outlineVertexShaderWGSL = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStoreWGSL","outlineVertexShaderWGSL"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/ShadersWGSL/outline.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/bonesDeclaration.js\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration.js\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration.js\";\nimport \"./ShadersInclude/instancesDeclaration.js\";\nimport \"./ShadersInclude/logDepthDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal.js\";\nimport \"./ShadersInclude/morphTargetsVertex.js\";\nimport \"./ShadersInclude/instancesVertex.js\";\nimport \"./ShadersInclude/bonesVertex.js\";\nimport \"./ShadersInclude/bakedVertexAnimation.js\";\nimport \"./ShadersInclude/clipPlaneVertex.js\";\nimport \"./ShadersInclude/logDepthVertex.js\";\nconst name = \"outlineVertexShader\";\nconst shader = `attribute position: vec3f;attribute normal: vec3f;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\nuniform offset: f32;\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#ifdef ALPHATEST\nvarying vUV: vec2f;uniform diffuseMatrix: mat4x4f; \n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;var normalUpdated: vec3f=vertexInputs.normal;\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\nvar offsetPosition: vec3f=positionUpdated+(normalUpdated*uniforms.offset);\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(offsetPosition,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;\n#ifdef ALPHATEST\n#ifdef UV1\nvertexOutputs.vUV=(uniforms.diffuseMatrix*vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef UV2\nvertexOutputs.vUV=(uniforms.diffuseMatrix*vec4f(vertexInputs.uv2,1.0,0.0)).xy;\n#endif\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const outlineVertexShaderWGSL = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,OAAO,sCAAsC;AAC7C,OAAO,qDAAqD;AAC5D,OAAO,yDAAyD;AAChE,OAAO,mDAAmD;AAC1D,OAAO,gDAAgD;AACvD,OAAO,0CAA0C;AACjD,OAAO,yCAAyC;AAChD,OAAO,8CAA8C;AACrD,OAAO,wCAAwC;AAC/C,OAAO,qCAAqC;AAC5C,OAAO,iCAAiC;AACxC,OAAO,0CAA0C;AACjD,OAAO,qCAAqC;AAC5C,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;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;AACD;AACAF,WAAW,CAACG,gBAAgB,CAACF,IAAI,CAAC,GAAGC,MAAM;AAC3C;AACA,OAAO,MAAME,uBAAuB,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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