// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/bonesDeclaration.js"; import "./ShadersInclude/bakedVertexAnimationDeclaration.js"; import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js"; import "./ShadersInclude/morphTargetsVertexDeclaration.js"; import "./ShadersInclude/helperFunctions.js"; import "./ShadersInclude/shadowMapVertexDeclaration.js"; import "./ShadersInclude/shadowMapUboDeclaration.js"; import "./ShadersInclude/shadowMapVertexExtraDeclaration.js"; import "./ShadersInclude/clipPlaneVertexDeclaration.js"; import "./ShadersInclude/morphTargetsVertexGlobal.js"; import "./ShadersInclude/morphTargetsVertex.js"; import "./ShadersInclude/instancesVertex.js"; import "./ShadersInclude/bonesVertex.js"; import "./ShadersInclude/bakedVertexAnimation.js"; import "./ShadersInclude/shadowMapVertexNormalBias.js"; import "./ShadersInclude/shadowMapVertexMetric.js"; import "./ShadersInclude/clipPlaneVertex.js"; const name = "shadowMapVertexShader"; const shader = `attribute vec3 position; #ifdef NORMAL attribute vec3 normal; #endif #include #include #include #include[0..maxSimultaneousMorphTargets] #ifdef INSTANCES attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3; #endif #include #include<__decl__shadowMapVertex> #ifdef ALPHATEXTURE varying vec2 vUV;uniform mat4 diffuseMatrix; #ifdef UV1 attribute vec2 uv; #endif #ifdef UV2 attribute vec2 uv2; #endif #endif #include #include #define CUSTOM_VERTEX_DEFINITIONS void main(void) {vec3 positionUpdated=position; #ifdef UV1 vec2 uvUpdated=uv; #endif #ifdef NORMAL vec3 normalUpdated=normal; #endif #include #include[0..maxSimultaneousMorphTargets] #include #include #include vec4 worldPos=finalWorld*vec4(positionUpdated,1.0); #ifdef NORMAL mat3 normWorldSM=mat3(finalWorld); #if defined(INSTANCES) && defined(THIN_INSTANCES) vec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW); #else #ifdef NONUNIFORMSCALING normWorldSM=transposeMat3(inverseMat3(normWorldSM)); #endif vec3 vNormalW=normalize(normWorldSM*normalUpdated); #endif #endif #include gl_Position=viewProjection*worldPos; #include #ifdef ALPHATEXTURE #ifdef UV1 vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0)); #endif #ifdef UV2 vUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0)); #endif #endif #include }`; // Sideeffect ShaderStore.ShadersStore[name] = shader; /** @internal */ export const shadowMapVertexShader = { name, shader }; //# sourceMappingURL=shadowMap.vertex.js.map