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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/logDepthDeclaration.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/logDepthVertex.js";
- const name = "outlineVertexShader";
- const shader = `attribute vec3 position;attribute vec3 normal;
- #include<bonesDeclaration>
- #include<bakedVertexAnimationDeclaration>
- #include<morphTargetsVertexGlobalDeclaration>
- #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
- #include<clipPlaneVertexDeclaration>
- uniform float offset;
- #include<instancesDeclaration>
- uniform mat4 viewProjection;
- #ifdef ALPHATEST
- varying vec2 vUV;uniform mat4 diffuseMatrix;
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #endif
- #include<logDepthDeclaration>
- #define CUSTOM_VERTEX_DEFINITIONS
- void main(void)
- {vec3 positionUpdated=position;vec3 normalUpdated=normal;
- #ifdef UV1
- vec2 uvUpdated=uv;
- #endif
- #include<morphTargetsVertexGlobal>
- #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
- vec3 offsetPosition=positionUpdated+(normalUpdated*offset);
- #include<instancesVertex>
- #include<bonesVertex>
- #include<bakedVertexAnimation>
- vec4 worldPos=finalWorld*vec4(offsetPosition,1.0);gl_Position=viewProjection*worldPos;
- #ifdef ALPHATEST
- #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<clipPlaneVertex>
- #include<logDepthVertex>
- }
- `;
- // Sideeffect
- ShaderStore.ShadersStore[name] = shader;
- /** @internal */
- export const outlineVertexShader = { name, shader };
- //# sourceMappingURL=outline.vertex.js.map
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