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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/morphTargetsVertexGlobal.js";
- import "./ShadersInclude/morphTargetsVertex.js";
- import "./ShadersInclude/instancesVertex.js";
- import "./ShadersInclude/bonesVertex.js";
- import "./ShadersInclude/bakedVertexAnimation.js";
- import "./ShadersInclude/clipPlaneVertex.js";
- const name = "glowMapGenerationVertexShader";
- const shader = `attribute vec3 position;
- #include<bonesDeclaration>
- #include<bakedVertexAnimationDeclaration>
- #include<morphTargetsVertexGlobalDeclaration>
- #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
- #include<clipPlaneVertexDeclaration>
- #include<instancesDeclaration>
- uniform mat4 viewProjection;varying vec4 vPosition;
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #ifdef DIFFUSE
- varying vec2 vUVDiffuse;uniform mat4 diffuseMatrix;
- #endif
- #ifdef OPACITY
- varying vec2 vUVOpacity;uniform mat4 opacityMatrix;
- #endif
- #ifdef EMISSIVE
- varying vec2 vUVEmissive;uniform mat4 emissiveMatrix;
- #endif
- #ifdef VERTEXALPHA
- attribute vec4 color;varying vec4 vColor;
- #endif
- #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);
- #ifdef CUBEMAP
- vPosition=worldPos;gl_Position=viewProjection*finalWorld*vec4(position,1.0);
- #else
- vPosition=viewProjection*worldPos;gl_Position=vPosition;
- #endif
- #ifdef DIFFUSE
- #ifdef DIFFUSEUV1
- vUVDiffuse=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
- #endif
- #ifdef DIFFUSEUV2
- vUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));
- #endif
- #endif
- #ifdef OPACITY
- #ifdef OPACITYUV1
- vUVOpacity=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0));
- #endif
- #ifdef OPACITYUV2
- vUVOpacity=vec2(opacityMatrix*vec4(uv2,1.0,0.0));
- #endif
- #endif
- #ifdef EMISSIVE
- #ifdef EMISSIVEUV1
- vUVEmissive=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0));
- #endif
- #ifdef EMISSIVEUV2
- vUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));
- #endif
- #endif
- #ifdef VERTEXALPHA
- vColor=color;
- #endif
- #include<clipPlaneVertex>
- }`;
- // Sideeffect
- ShaderStore.ShadersStore[name] = shader;
- /** @internal */
- export const glowMapGenerationVertexShader = { name, shader };
- //# sourceMappingURL=glowMapGeneration.vertex.js.map
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