1import{S as e}from"./index-DVSU6f5m.js";import{b as r,a as o,c as a,f as c,i as d,d as s,e as l,g as f,h as S,j as x,v as u}from"./vertexColorMixing-v0ZGEONA.js";const i="colorVertexShader",t=`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(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos; 28#include<clipPlaneVertex> 29#include<fogVertex> 30#include<vertexColorMixing> 31#define CUSTOM_VERTEX_MAIN_END 32}`;e.ShadersStoreWGSL[i]||(e.ShadersStoreWGSL[i]=t);const V=[r,o,a,c,d,s,l,f,S,x,u];for(const n of V)e.IncludesShadersStoreWGSL[n.name]||(e.IncludesShadersStoreWGSL[n.name]=n.shader);const m={name:i,shader:t};export{m 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.