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- {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute velocity: vec3f;varying velocityNorm: f32;\n#endif\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(\nvec2f(input.offset.x-0.5,input.offset.y-0.5)*uniforms.size,\n0.0\n);vertexOutputs.viewPos=(uniforms.view*vec4f(input.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=input.offset;vertexOutputs.sphereRadius=uniforms.size.x/2.0;\n#ifdef FLUIDRENDERING_VELOCITY\nvertexOutputs.velocityNorm=length(velocity);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShaderWGSL = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStoreWGSL","fluidRenderingParticleDepthVertexShaderWGSL"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/ShadersWGSL/fluidRenderingParticleDepth.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute velocity: vec3f;varying velocityNorm: f32;\n#endif\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(\nvec2f(input.offset.x-0.5,input.offset.y-0.5)*uniforms.size,\n0.0\n);vertexOutputs.viewPos=(uniforms.view*vec4f(input.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=input.offset;vertexOutputs.sphereRadius=uniforms.size.x/2.0;\n#ifdef FLUIDRENDERING_VELOCITY\nvertexOutputs.velocityNorm=length(velocity);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShaderWGSL = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,yCAAyC;AACtD,MAAMC,MAAM,GAAG;AACf;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,2CAA2C,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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