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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