outline.vertex.js 2.2 KB

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  1. // Do not edit.
  2. import { ShaderStore } from "../Engines/shaderStore.js";
  3. import "./ShadersInclude/bonesDeclaration.js";
  4. import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
  5. import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
  6. import "./ShadersInclude/morphTargetsVertexDeclaration.js";
  7. import "./ShadersInclude/clipPlaneVertexDeclaration.js";
  8. import "./ShadersInclude/instancesDeclaration.js";
  9. import "./ShadersInclude/logDepthDeclaration.js";
  10. import "./ShadersInclude/morphTargetsVertexGlobal.js";
  11. import "./ShadersInclude/morphTargetsVertex.js";
  12. import "./ShadersInclude/instancesVertex.js";
  13. import "./ShadersInclude/bonesVertex.js";
  14. import "./ShadersInclude/bakedVertexAnimation.js";
  15. import "./ShadersInclude/clipPlaneVertex.js";
  16. import "./ShadersInclude/logDepthVertex.js";
  17. const name = "outlineVertexShader";
  18. const shader = `attribute vec3 position;attribute vec3 normal;
  19. #include<bonesDeclaration>
  20. #include<bakedVertexAnimationDeclaration>
  21. #include<morphTargetsVertexGlobalDeclaration>
  22. #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
  23. #include<clipPlaneVertexDeclaration>
  24. uniform float offset;
  25. #include<instancesDeclaration>
  26. uniform mat4 viewProjection;
  27. #ifdef ALPHATEST
  28. varying vec2 vUV;uniform mat4 diffuseMatrix;
  29. #ifdef UV1
  30. attribute vec2 uv;
  31. #endif
  32. #ifdef UV2
  33. attribute vec2 uv2;
  34. #endif
  35. #endif
  36. #include<logDepthDeclaration>
  37. #define CUSTOM_VERTEX_DEFINITIONS
  38. void main(void)
  39. {vec3 positionUpdated=position;vec3 normalUpdated=normal;
  40. #ifdef UV1
  41. vec2 uvUpdated=uv;
  42. #endif
  43. #include<morphTargetsVertexGlobal>
  44. #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
  45. vec3 offsetPosition=positionUpdated+(normalUpdated*offset);
  46. #include<instancesVertex>
  47. #include<bonesVertex>
  48. #include<bakedVertexAnimation>
  49. vec4 worldPos=finalWorld*vec4(offsetPosition,1.0);gl_Position=viewProjection*worldPos;
  50. #ifdef ALPHATEST
  51. #ifdef UV1
  52. vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
  53. #endif
  54. #ifdef UV2
  55. vUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));
  56. #endif
  57. #endif
  58. #include<clipPlaneVertex>
  59. #include<logDepthVertex>
  60. }
  61. `;
  62. // Sideeffect
  63. ShaderStore.ShadersStore[name] = shader;
  64. /** @internal */
  65. export const outlineVertexShader = { name, shader };
  66. //# sourceMappingURL=outline.vertex.js.map