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https://ernusame-pi-mono-sft-trackio.hf.space/assets/default.vertex-BjF7oTbf.js

js ernusame-pi-mono-sft-trackio.hf.space collected 2026-10-04 16:51:32 UTC 8,008 bytes, 181 lines download raw bytes

1import{i as e}from"./decorators.serialization-C7d7ykGG.js";import"./defaultUboDeclaration-BqLi0jLJ.js";import"./shadowsVertex-W9Tk-KEX.js";import"./helperFunctions-BABR42FV.js";import"./vertexColorMixing-CgTbWJSl.js";import"./mainUVVaryingDeclaration-YQtIvosf.js";import"./bumpVertex-y3qwldQE.js";import"./fogVertex-C2jSPOsq.js";import"./logDepthDeclaration-BahBC74I.js";import"./logDepthVertex-gbg7kMkf.js";import"./math.vector-C1xyPDEl.js";import"./math.scalar.functions-DkeaWAWz.js";import"./bufferUtils-DTRdUD8L.js";import"./math.color-CzLaKyb6.js";const t="lightVxFragmentDeclaration",r=`#ifdef LIGHT{X}
2uniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;
3#ifdef SPECULARTERM
4uniform vLightSpecular{X}: vec4f;
5#else
6var vLightSpecular{X}: vec4f= vec4f(0.);
7#endif
8#ifdef SHADOW{X}
9#ifdef SHADOWCSM{X}
10uniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;
11#elif defined(SHADOWCUBE{X})
12#else
13varying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
14#endif
15uniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;
16#endif
17#ifdef SPOTLIGHT{X}
18uniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;
19#elif defined(POINTLIGHT{X})
20uniform vLightFalloff{X}: vec4f;
21#elif defined(HEMILIGHT{X})
22uniform vLightGround{X}: vec3f;
23#endif
24#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
25uniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;
26#endif
27#endif
28`;e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=r);const i="defaultVertexShader",n=`#include<defaultUboDeclaration>
29#define CUSTOM_VERTEX_BEGIN
30attribute position: vec3f;
31#ifdef NORMAL
32attribute normal: vec3f;
33#endif
34#ifdef TANGENT
35attribute tangent: vec4f;
36#endif
37#ifdef UV1
38attribute uv: vec2f;
39#endif
40#include<uvAttributeDeclaration>[2..7]
41#ifdef VERTEXCOLOR
42attribute color: vec4f;
43#endif
44#include<helperFunctions>
45#include<bonesDeclaration>
46#include<bakedVertexAnimationDeclaration>
47#include<instancesDeclaration>
48#include<prePassVertexDeclaration>
49#include<mainUVVaryingDeclaration>[1..7]
50#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
51#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
52#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
53#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
54#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
55#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
56#if defined(SPECULARTERM)
57#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
58#endif
59#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
60#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
61varying vPositionW: vec3f;
62#ifdef NORMAL
63varying vNormalW: vec3f;
64#endif
65#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
66varying vColor: vec4f;
67#endif
68#include<bumpVertexDeclaration>
69#include<clipPlaneVertexDeclaration>
70#include<fogVertexDeclaration>
71#include<__decl__lightVxFragment>[0..maxSimultaneousLights]
72#include<morphTargetsVertexGlobalDeclaration>
73#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
74#ifdef REFLECTIONMAP_SKYBOX
75varying vPositionUVW: vec3f;
76#endif
77#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
78varying vDirectionW: vec3f;
79#endif
80#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
81varying vViewDepth: f32;
82#endif
83#include<logDepthDeclaration>
84#define CUSTOM_VERTEX_DEFINITIONS
85@vertex
86fn main(input : VertexInputs)->FragmentInputs {
87#define CUSTOM_VERTEX_MAIN_BEGIN
88var positionUpdated: vec3f=vertexInputs.position;
89#ifdef NORMAL
90var normalUpdated: vec3f=vertexInputs.normal;
91#endif
92#ifdef TANGENT
93var tangentUpdated: vec4f=vertexInputs.tangent;
94#endif
95#ifdef UV1
96var uvUpdated: vec2f=vertexInputs.uv;
97#endif
98#ifdef UV2
99var uv2Updated: vec2f=vertexInputs.uv2;
100#endif
101#ifdef VERTEXCOLOR
102var colorUpdated: vec4f=vertexInputs.color;
103#endif
104#include<morphTargetsVertexGlobal>
105#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
106#ifdef REFLECTIONMAP_SKYBOX
107vertexOutputs.vPositionUVW=positionUpdated;
108#endif
109#define CUSTOM_VERTEX_UPDATE_POSITION
110#define CUSTOM_VERTEX_UPDATE_NORMAL
111#include<instancesVertex>
112#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
113vertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,
1131.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);
114#endif
115#include<bonesVertex>
116#include<bakedVertexAnimation>
117var worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);
118#ifdef NORMAL
119var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
120#if defined(INSTANCES) && defined(THIN_INSTANCES)
121vertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);
122#else
123#ifdef NONUNIFORMSCALING
124normalWorld=transposeMat3(inverseMat3(normalWorld));
125#endif
126vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
127#endif
128#endif
129#define CUSTOM_VERTEX_UPDATE_WORLDPOS
130#ifdef MULTIVIEW
131if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
132#else
133vertexOutputs.position=scene.viewProjection*worldPos;
134#endif
135vertexOutputs.vPositionW= worldPos.xyz;
136#ifdef PREPASS
137#include<prePassVertex>
138#endif
139#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
140vertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);
141#endif
142#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
143#ifdef RIGHT_HANDED
144vertexOutputs.vViewDepth=-(scene.view*worldPos).z;
145#else
146vertexOutputs.vViewDepth=(scene.view*worldPos).z;
147#endif
148#endif
149#ifndef UV1
150var uvUpdated: vec2f=vec2f(0.,0.);
151#endif
152#ifdef MAINUV1
153vertexOutputs.vMainUV1=uvUpdated;
154#endif
155#ifndef UV2
156var uv2Updated: vec2f=vec2f(0.,0.);
157#endif
158#ifdef MAINUV2
159vertexOutputs.vMainUV2=uv2Updated;
160#endif
161#include<uvVariableDeclaration>[3..7]
162#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
163#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
164#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
165#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
166#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
167#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
168#if defined(SPECULARTERM)
169#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
170#endif
171#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
172#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
173#include<bumpVertex>
174#include<clipPlaneVertex>
175#include<fogVertex>
176#include<shadowsVertex>[0..maxSimultaneousLights]
177#include<vertexColorMixing>
178#include<logDepthVertex>
179#define CUSTOM_VERTEX_MAIN_END
180}
181`;e.ShadersStoreWGSL[i]||(e.ShadersStoreWGSL[i]=n);const m={name:i,shader:n};export{m as defaultVertexShaderWGSL};

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