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- {"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/morphTargetsVertexGlobal.js\";\nimport \"./ShadersInclude/morphTargetsVertex.js\";\nimport \"./ShadersInclude/bonesVertex.js\";\nimport \"./ShadersInclude/bakedVertexAnimation.js\";\nconst name = \"gpuTransformVertexShader\";\nconst shader = `attribute vec3 position;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\nout vec3 outPosition;const mat4 identity=mat4(\nvec4(1.0,0.0,0.0,0.0),\nvec4(0.0,1.0,0.0,0.0),\nvec4(0.0,0.0,1.0,0.0),\nvec4(0.0,0.0,0.0,1.0)\n);void main(void) {vec3 positionUpdated=position;\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\nmat4 finalWorld=identity;\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);outPosition=worldPos.xyz;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuTransformVertexShader = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStore","gpuTransformVertexShader"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/gpuTransform.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/morphTargetsVertexGlobal.js\";\nimport \"./ShadersInclude/morphTargetsVertex.js\";\nimport \"./ShadersInclude/bonesVertex.js\";\nimport \"./ShadersInclude/bakedVertexAnimation.js\";\nconst name = \"gpuTransformVertexShader\";\nconst shader = `attribute vec3 position;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\nout vec3 outPosition;const mat4 identity=mat4(\nvec4(1.0,0.0,0.0,0.0),\nvec4(0.0,1.0,0.0,0.0),\nvec4(0.0,0.0,1.0,0.0),\nvec4(0.0,0.0,0.0,1.0)\n);void main(void) {vec3 positionUpdated=position;\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\nmat4 finalWorld=identity;\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);outPosition=worldPos.xyz;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuTransformVertexShader = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,OAAO,sCAAsC;AAC7C,OAAO,qDAAqD;AAC5D,OAAO,yDAAyD;AAChE,OAAO,mDAAmD;AAC1D,OAAO,8CAA8C;AACrD,OAAO,wCAAwC;AAC/C,OAAO,iCAAiC;AACxC,OAAO,0CAA0C;AACjD,MAAMC,IAAI,GAAG,0BAA0B;AACvC,MAAMC,MAAM,GAAG;AACf;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,8EAA8E;AAC9E;AACAF,WAAW,CAACG,YAAY,CAACF,IAAI,CAAC,GAAGC,MAAM;AACvC;AACA,OAAO,MAAME,wBAAwB,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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