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https://distygame.manus.space/assets/glowMapGeneration.vertex-CYpjKt_k.js

js distygame.manus.space collected 2026-10-03 05:01:59 UTC 2,801 bytes, 75 lines download raw bytes

1import{S as e}from"./index-B2RPBpOK.js";import{b as a,a as n,c as f,i as o,d as s,e as d,f as u,g as v}from"./clipPlaneVertex-Z-NZLpwj.js";import{m as c,a as p,b as x,c as l}from"./morphTargetsVertex-Dti62cpb.js";const t="glowMapGenerationVertexShader",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;varying vPosition: vec4f;
9#ifdef UV1
10attribute uv: vec2f;
11#endif
12#ifdef UV2
13attribute uv2: vec2f;
14#endif
15#ifdef DIFFUSE
16varying vUVDiffuse: vec2f;uniform diffuseMatrix: mat4x4f;
17#endif
18#ifdef OPACITY
19varying vUVOpacity: vec2f;uniform opacityMatrix: mat4x4f;
20#endif
21#ifdef EMISSIVE
22varying vUVEmissive: vec2f;uniform emissiveMatrix: mat4x4f;
23#endif
24#ifdef VERTEXALPHA
25attribute color: vec4f;varying vColor: vec4f;
26#endif
27#define CUSTOM_VERTEX_DEFINITIONS
28@vertex
29fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;
30#ifdef UV1
31var uvUpdated: vec2f=vertexInputs.uv;
32#endif
33#ifdef UV2
34var uv2Updated: vec2f=vertexInputs.uv2;
35#endif
36#include<morphTargetsVertexGlobal>
37#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
38#include<instancesVertex>
39#include<bonesVertex>
40#include<bakedVertexAnimation>
41var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);
42#ifdef CUBEMAP
43vertexOutputs.vPosition=worldPos;vertexOutputs.position=uniforms.viewProjection*finalWorld* vec4f(vertexInputs.position,1.0);
44#else
45vertexOutputs.vPosition=uniforms.viewProjection*worldPos;vertexOutputs.position=vertexOutputs.vPosition;
46#endif
47#ifdef DIFFUSE
48#ifdef DIFFUSEUV1
49vertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
50#endif
51#ifdef DIFFUSEUV2
52vertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
53#endif
54#endif
55#ifdef OPACITY
56#ifdef OPACITYUV1
57vertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
58#endif
59#ifdef OPACITYUV2
60vertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
61#endif
62#endif
63#ifdef EMISSIVE
64#ifdef EMISSIVEUV1
65vertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
66#endif
67#ifdef EMISSIVEUV2
68vertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
69#endif
70#endif
71#ifdef VERTEXALPHA
72vertexOutputs.vColor=vertexInputs.color;
73#endif
74#include<clipPlaneVertex>
75}`;e.ShadersStoreWGSL[t]||(e.ShadersStoreWGSL[t]=r);const m=[a,n,c,p,f,o,x,l,s,d,u,v];for(const i of m)e.IncludesShadersStoreWGSL[i.name]||(e.IncludesShadersStoreWGSL[i.name]=i.shader);const I={name:t,shader:r};export{I as glowMapGenerationVertexShaderWGSL};

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