1import{u as t}from"./index-DVFN_z_f.js";const e="layerVertexShader",r=`attribute position: vec2f;uniform scale: vec2f;uniform offset: vec2f;uniform textureMatrix: mat4x4f;varying vUV: vec2f;const madd: vec2f= vec2f(0.5,0.5); 2#define CUSTOM_VERTEX_DEFINITIONS 3@vertex 4fn main(input : VertexInputs)->FragmentInputs { 5#define CUSTOM_VERTEX_MAIN_BEGIN 6var shiftedPosition: vec2f=vertexInputs.position*uniforms.scale+uniforms.offset;vertexOutputs.vUV=(uniforms.textureMatrix* vec4f(shiftedPosition*madd+madd,1.0,0.0)).xy;vertexOutputs.position= vec4f(shiftedPosition,0.0,1.0); 7#define CUSTOM_VERTEX_MAIN_END 8}`;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=r);const o={name:e,shader:r};export{o as layerVertexShaderWGSL};
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.