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- // 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/clipPlaneVertexDeclaration.js";
- import "./ShadersInclude/instancesDeclaration.js";
- import "./ShadersInclude/pointCloudVertexDeclaration.js";
- import "./ShadersInclude/morphTargetsVertexGlobal.js";
- import "./ShadersInclude/morphTargetsVertex.js";
- import "./ShadersInclude/instancesVertex.js";
- import "./ShadersInclude/bonesVertex.js";
- import "./ShadersInclude/bakedVertexAnimation.js";
- import "./ShadersInclude/clipPlaneVertex.js";
- import "./ShadersInclude/pointCloudVertex.js";
- const name = "depthVertexShader";
- const shader = `attribute vec3 position;
- #include<bonesDeclaration>
- #include<bakedVertexAnimationDeclaration>
- #include<morphTargetsVertexGlobalDeclaration>
- #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
- #include<clipPlaneVertexDeclaration>
- #include<instancesDeclaration>
- uniform mat4 viewProjection;uniform vec2 depthValues;
- #if defined(ALPHATEST) || defined(NEED_UV)
- varying vec2 vUV;uniform mat4 diffuseMatrix;
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #endif
- #ifdef STORE_CAMERASPACE_Z
- uniform mat4 view;varying vec4 vViewPos;
- #endif
- #include<pointCloudVertexDeclaration>
- varying float vDepthMetric;
- #define CUSTOM_VERTEX_DEFINITIONS
- void main(void)
- {vec3 positionUpdated=position;
- #ifdef UV1
- vec2 uvUpdated=uv;
- #endif
- #include<morphTargetsVertexGlobal>
- #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
- #include<instancesVertex>
- #include<bonesVertex>
- #include<bakedVertexAnimation>
- vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
- #include<clipPlaneVertex>
- gl_Position=viewProjection*worldPos;
- #ifdef STORE_CAMERASPACE_Z
- vViewPos=view*worldPos;
- #else
- #ifdef USE_REVERSE_DEPTHBUFFER
- vDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));
- #else
- vDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));
- #endif
- #endif
- #if defined(ALPHATEST) || defined(BASIC_RENDER)
- #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<pointCloudVertex>
- }
- `;
- // Sideeffect
- ShaderStore.ShadersStore[name] = shader;
- /** @internal */
- export const depthVertexShader = { name, shader };
- //# sourceMappingURL=depth.vertex.js.map
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