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- // Do not edit.
- import { ShaderStore } from "../../Engines/shaderStore.js";
- const name = "instancesVertex";
- const shader = `#ifdef INSTANCES
- var finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);
- #if defined(PREPASS_VELOCITY) || defined(VELOCITY)
- var finalPreviousWorld=mat4x4<f32>(previousWorld0,previousWorld1,previousWorld2,previousWorld3);
- #endif
- #ifdef THIN_INSTANCES
- #if !defined(WORLD_UBO)
- finalWorld=uniforms.world*finalWorld;
- #else
- finalWorld=mesh.world*finalWorld;
- #endif
- #if defined(PREPASS_VELOCITY) || defined(VELOCITY)
- finalPreviousWorld=previousWorld*finalPreviousWorld;
- #endif
- #endif
- #else
- #if !defined(WORLD_UBO)
- var finalWorld=uniforms.world;
- #else
- var finalWorld=mesh.world;
- #endif
- #if defined(PREPASS_VELOCITY) || defined(VELOCITY)
- var finalPreviousWorld=previousWorld;
- #endif
- #endif
- `;
- // Sideeffect
- ShaderStore.IncludesShadersStoreWGSL[name] = shader;
- /** @internal */
- export const instancesVertex = { name, shader };
- //# sourceMappingURL=instancesVertex.js.map
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