1import{p as e}from"./fileTools.pure-O3hflNMy.js";import{b as a,a as n,c as o,i as s,d,e as f,f as u,g as c}from"./clipPlaneVertex-B5KC89fQ.js";import{m as l,a as p,b as v,c as x}from"./morphTargetsVertex-VF2XVHUB.js";const i="depthVertexShader",r=`attribute position: vec3f; 2#include<bonesDeclaration> 3#include<bakedVertexAnimationDeclaration> 4#include<morphTargetsVertexGlobalDeclaration> 5#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets] 6#include<clipPlaneVertexDeclaration> 7#include<instancesDeclaration> 8uniform viewProjection: mat4x4f;uniform depthValues: vec2f; 9#if defined(ALPHATEST) || defined(NEED_UV) 10varying vUV: vec2f;uniform diffuseMatrix: mat4x4f; 11#ifdef UV1 12attribute uv: vec2f; 13#endif 14#ifdef UV2 15attribute uv2: vec2f; 16#endif 17#endif 18#ifdef STORE_CAMERASPACE_Z 19uniform view: mat4x4f;varying vViewPos: vec4f; 20#endif 21varying vDepthMetric: f32; 22#define CUSTOM_VERTEX_DEFINITIONS 23@vertex 24fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position; 25#ifdef UV1 26var uvUpdated: vec2f=vertexInputs.uv; 27#endif 28#ifdef UV2 29var uv2Updated: vec2f=vertexInputs.uv2; 30#endif 31#include<morphTargetsVertexGlobal> 32#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets] 33#include<instancesVertex> 34#include<bonesVertex> 35#include<bakedVertexAnimation> 36var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0); 37#include<clipPlaneVertex> 38vertexOutputs.position=uniforms.viewProjection*worldPos; 39#ifdef STORE_CAMERASPACE_Z 40vertexOutputs.vViewPos=uniforms.view*worldPos; 41#else 42#ifdef USE_REVERSE_DEPTHBUFFER 43vertexOutputs.vDepthMetric=((-vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y)); 44#else 45vertexOutputs.vDepthMetric=((vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y)); 46#endif 47#endif 48#if defined(ALPHATEST) || defined(BASIC_RENDER) 49#ifdef UV1 50vertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy; 51#endif 52#ifdef UV2 53vertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy; 54#endif 55#endif 56} 57`;e.ShadersStoreWGSL[i]||(e.ShadersStoreWGSL[i]=r);const m=[a,n,l,p,o,s,v,x,d,f,u,c];for(const t of m)e.IncludesShadersStoreWGSL[t.name]||(e.IncludesShadersStoreWGSL[t.name]=t.shader);const E={name:i,shader:r};export{E as depthVertexShaderWGSL};
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.