1import{p as e}from"./fileTools.pure-O3hflNMy.js";import{i as r,j as t,k as a,l as d,m as c,n as l,o as s,p as f,q as V,r as m,v as x}from"./tier3-babylon-z6xMXPxH.js";import"./index-DY6XcbtQ.js";import"./smartArray-B7wVGkJ5.js";import"./tools.pure-PAKPbutq.js";import"./thinEngine-DI9LWTqR.js";import"./helperFunctions-D7-zXdUR.js";const o="colorVertexShader",n=`attribute vec3 position; 2#ifdef VERTEXCOLOR 3attribute vec4 color; 4#endif 5#include<bonesDeclaration> 6#include<bakedVertexAnimationDeclaration> 7#include<clipPlaneVertexDeclaration> 8#include<fogVertexDeclaration> 9#ifdef FOG 10uniform mat4 view; 11#endif 12#include<instancesDeclaration> 13uniform mat4 viewProjection; 14#ifdef MULTIVIEW 15uniform mat4 viewProjectionR; 16#endif 17#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES) 18varying vec4 vColor; 19#endif 20#define CUSTOM_VERTEX_DEFINITIONS 21void main(void) { 22#define CUSTOM_VERTEX_MAIN_BEGIN 23#ifdef VERTEXCOLOR 24vec4 colorUpdated=color; 25#endif 26#include<instancesVertex> 27#include<bonesVertex> 28#include<bakedVertexAnimation> 29vec4 worldPos=finalWorld*vec4(position,1.0); 30#ifdef MULTIVIEW 31if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;} 32#else 33gl_Position=viewProjection*worldPos; 34#endif 35#include<clipPlaneVertex> 36#include<fogVertex> 37#include<vertexColorMixing> 38#define CUSTOM_VERTEX_MAIN_END 39}`;e.ShadersStore[o]||(e.ShadersStore[o]=n);const u=[r,t,a,d,c,l,s,f,V,m,x];for(const i of u)e.IncludesShadersStore[i.name]||(e.IncludesShadersStore[i.name]=i.shader);const T={name:o,shader:n};export{T as colorVertexShader};
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.