// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/instancesDeclaration.js"; import "./ShadersInclude/clipPlaneVertexDeclaration.js"; import "./ShadersInclude/logDepthDeclaration.js"; import "./ShadersInclude/instancesVertex.js"; import "./ShadersInclude/clipPlaneVertex.js"; import "./ShadersInclude/logDepthVertex.js"; const name = "lineVertexShader"; const shader = `#include #include attribute vec3 position;attribute vec4 normal;uniform mat4 viewProjection;uniform float width;uniform float aspectRatio; #include #define CUSTOM_VERTEX_DEFINITIONS void main(void) { #define CUSTOM_VERTEX_MAIN_BEGIN #include mat4 worldViewProjection=viewProjection*finalWorld;vec4 viewPosition=worldViewProjection*vec4(position,1.0);vec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);vec2 currentScreen=viewPosition.xy/viewPosition.w;vec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;currentScreen.x*=aspectRatio;nextScreen.x*=aspectRatio;vec2 dir=normalize(nextScreen-currentScreen);vec2 normalDir=vec2(-dir.y,dir.x);normalDir*=width/2.0;normalDir.x/=aspectRatio;vec4 offset=vec4(normalDir*normal.w,0.0,0.0);gl_Position=viewPosition+offset; #if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) vec4 worldPos=finalWorld*vec4(position,1.0); #include #endif #include #define CUSTOM_VERTEX_MAIN_END }`; // Sideeffect ShaderStore.ShadersStore[name] = shader; /** @internal */ export const lineVertexShader = { name, shader }; //# sourceMappingURL=line.vertex.js.map