1import{S as i}from"./index-0LhFotdt.js";import"./clipPlaneVertex-CyyoJefB.js";import"./vertexColorMixing-BK1QNlui.js";import"./instancesDeclaration-D1MAOQHs.js";const e="colorVertexShader",n=`attribute position: vec3f; 2#ifdef VERTEXCOLOR 3attribute color: vec4f; 4#endif 5#include<bonesDeclaration> 6#include<bakedVertexAnimationDeclaration> 7#include<clipPlaneVertexDeclaration> 8#include<fogVertexDeclaration> 9#ifdef FOG 10uniform view: mat4x4f; 11#endif 12#include<instancesDeclaration> 13uniform viewProjection: mat4x4f; 14#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES) 15varying vColor: vec4f; 16#endif 17#define CUSTOM_VERTEX_DEFINITIONS 18@vertex 19fn main(input : VertexInputs)->FragmentInputs { 20#define CUSTOM_VERTEX_MAIN_BEGIN 21#ifdef VERTEXCOLOR 22var colorUpdated: vec4f=vertexInputs.color; 23#endif 24#include<instancesVertex> 25#include<bonesVertex> 26#include<bakedVertexAnimation> 27var worldPos: vec4f=finalWorld* vec4f(input.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos; 28#include<clipPlaneVertex> 29#include<fogVertex> 30#include<vertexColorMixing> 31#define CUSTOM_VERTEX_MAIN_END 32}`;i.ShadersStoreWGSL[e]||(i.ShadersStoreWGSL[e]=n);const a={name:e,shader:n};export{a as colorVertexShaderWGSL};
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.