1 |
- {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"meshUVSpaceRendererFinaliserVertexShader\";\nconst shader = `attribute position: vec3f;attribute uv: vec2f;uniform worldViewProjection: mat4x4f;varying vUV: vec2f;@vertex\nfn main(input : VertexInputs)->FragmentInputs {vertexOutputs.position=uniforms.worldViewProjection* vec4f(input.position,1.0);vertexOutputs.positionvUV=input.uv;}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererFinaliserVertexShaderWGSL = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStoreWGSL","meshUVSpaceRendererFinaliserVertexShaderWGSL"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"meshUVSpaceRendererFinaliserVertexShader\";\nconst shader = `attribute position: vec3f;attribute uv: vec2f;uniform worldViewProjection: mat4x4f;varying vUV: vec2f;@vertex\nfn main(input : VertexInputs)->FragmentInputs {vertexOutputs.position=uniforms.worldViewProjection* vec4f(input.position,1.0);vertexOutputs.positionvUV=input.uv;}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererFinaliserVertexShaderWGSL = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,0CAA0C;AACvD,MAAMC,MAAM,GAAG;AACf;AACA,CAAC;AACD;AACAF,WAAW,CAACG,gBAAgB,CAACF,IAAI,CAAC,GAAGC,MAAM;AAC3C;AACA,OAAO,MAAME,4CAA4C,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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