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- // Do not edit.
- import { ShaderStore } from "../Engines/shaderStore.js";
- import "./ShadersInclude/backgroundVertexDeclaration.js";
- import "./ShadersInclude/backgroundUboDeclaration.js";
- import "./ShadersInclude/helperFunctions.js";
- import "./ShadersInclude/bonesDeclaration.js";
- import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
- import "./ShadersInclude/instancesDeclaration.js";
- import "./ShadersInclude/clipPlaneVertexDeclaration.js";
- import "./ShadersInclude/fogVertexDeclaration.js";
- import "./ShadersInclude/lightVxFragmentDeclaration.js";
- import "./ShadersInclude/lightVxUboDeclaration.js";
- import "./ShadersInclude/logDepthDeclaration.js";
- import "./ShadersInclude/instancesVertex.js";
- import "./ShadersInclude/bonesVertex.js";
- import "./ShadersInclude/bakedVertexAnimation.js";
- import "./ShadersInclude/clipPlaneVertex.js";
- import "./ShadersInclude/fogVertex.js";
- import "./ShadersInclude/shadowsVertex.js";
- import "./ShadersInclude/logDepthVertex.js";
- const name = "backgroundVertexShader";
- const shader = `precision highp float;
- #include<__decl__backgroundVertex>
- #include<helperFunctions>
- attribute vec3 position;
- #ifdef NORMAL
- attribute vec3 normal;
- #endif
- #include<bonesDeclaration>
- #include<bakedVertexAnimationDeclaration>
- #include<instancesDeclaration>
- varying vec3 vPositionW;
- #ifdef NORMAL
- varying vec3 vNormalW;
- #endif
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #ifdef MAINUV1
- varying vec2 vMainUV1;
- #endif
- #ifdef MAINUV2
- varying vec2 vMainUV2;
- #endif
- #if defined(DIFFUSE) && DIFFUSEDIRECTUV==0
- varying vec2 vDiffuseUV;
- #endif
- #include<clipPlaneVertexDeclaration>
- #include<fogVertexDeclaration>
- #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
- #ifdef REFLECTIONMAP_SKYBOX
- varying vec3 vPositionUVW;
- #endif
- #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
- varying vec3 vDirectionW;
- #endif
- #include<logDepthDeclaration>
- #define CUSTOM_VERTEX_DEFINITIONS
- void main(void) {
- #define CUSTOM_VERTEX_MAIN_BEGIN
- #ifdef REFLECTIONMAP_SKYBOX
- vPositionUVW=position;
- #endif
- #include<instancesVertex>
- #include<bonesVertex>
- #include<bakedVertexAnimation>
- #ifdef MULTIVIEW
- if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*finalWorld*vec4(position,1.0);} else {gl_Position=viewProjectionR*finalWorld*vec4(position,1.0);}
- #else
- gl_Position=viewProjection*finalWorld*vec4(position,1.0);
- #endif
- vec4 worldPos=finalWorld*vec4(position,1.0);vPositionW=vec3(worldPos);
- #ifdef NORMAL
- mat3 normalWorld=mat3(finalWorld);
- #ifdef NONUNIFORMSCALING
- normalWorld=transposeMat3(inverseMat3(normalWorld));
- #endif
- vNormalW=normalize(normalWorld*normal);
- #endif
- #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
- vDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));
- #ifdef EQUIRECTANGULAR_RELFECTION_FOV
- mat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));vec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));if (fFovMultiplier<=1.0) {vDirectionW=normalize(segment);} else {vDirectionW=normalize(vDirectionW+(vDirectionW-segment));}
- #endif
- #endif
- #ifndef UV1
- vec2 uv=vec2(0.,0.);
- #endif
- #ifndef UV2
- vec2 uv2=vec2(0.,0.);
- #endif
- #ifdef MAINUV1
- vMainUV1=uv;
- #endif
- #ifdef MAINUV2
- vMainUV2=uv2;
- #endif
- #if defined(DIFFUSE) && DIFFUSEDIRECTUV==0
- if (vDiffuseInfos.x==0.)
- {vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}
- else
- {vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}
- #endif
- #include<clipPlaneVertex>
- #include<fogVertex>
- #include<shadowsVertex>[0..maxSimultaneousLights]
- #ifdef VERTEXCOLOR
- vColor=color;
- #endif
- #if defined(POINTSIZE) && !defined(WEBGPU)
- gl_PointSize=pointSize;
- #endif
- #include<logDepthVertex>
- #define CUSTOM_VERTEX_MAIN_END
- }
- `;
- // Sideeffect
- ShaderStore.ShadersStore[name] = shader;
- /** @internal */
- export const backgroundVertexShader = { name, shader };
- //# sourceMappingURL=background.vertex.js.map
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