// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/boundingBoxRendererVertexDeclaration.js"; import "./ShadersInclude/boundingBoxRendererUboDeclaration.js"; const name = "boundingBoxRendererVertexShader"; const shader = `attribute vec3 position; #include<__decl__boundingBoxRendererVertex> #define CUSTOM_VERTEX_DEFINITIONS void main(void) { #define CUSTOM_VERTEX_MAIN_BEGIN vec4 worldPos=world*vec4(position,1.0); #ifdef MULTIVIEW if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;} #else gl_Position=viewProjection*worldPos; #endif #define CUSTOM_VERTEX_MAIN_END } `; // Sideeffect ShaderStore.ShadersStore[name] = shader; /** @internal */ export const boundingBoxRendererVertexShader = { name, shader }; //# sourceMappingURL=boundingBoxRenderer.vertex.js.map