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- // 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
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